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New World

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

New World of Masquerade Core Rules, v1.3, WIP 1

A note on rules compatibility with Montreal in Darkness


Montreal in Darkness finalizes rules changes in August & December/
January. Saving Montreal needed to finalize its rules in June. Because this
document will likely be circulated among players of both games, disclaimers
were included to indicate places where rules changes had not yet been
approved by Montreal in Darkness. These rules are as per current Montreal in
Darkness.
-STC/STFaust
Acknowledgements, v. 0.9
First I would like to give a shout out to the players and Storytellers of
UnMasqued. You guys are fantastic, you got me into this, and you helped me
figure out how to do this, and youve been a great help. Special thanks to
Katherine the Great, Max, and the Ominous LG for providing feedback on
these rules as they developed. Props to my combat play-testers.
-STC
Acknowledgements, v 1.0
Special thanks to Kat, STG, Katherine the Great and STSean for all their
help keeping the game going, and to Sthulhu for stepping up for Spring
2011. Thanks to Faust for setting up the online forum, and also to everyone
who contributed in the online rules discussions. A huge thank you to
everyone who helped write up and review the rules revisions: Kat, STSean,
Faust, and Nate. Also, props to Max, since you havent shown up yet and
were all over the online discussions.
-STC
Acknowledgements, v 1.2
A huge thanks to SThulhu for coordinating the version 1.1. release. Big
thanks to STSean, STB, STCJ, STcassie, Izzy for making Montreal in Darkness
so awesome this past year. And to all the new players, WOW! It is awesome
to see so many fresh faces so excited about the game.
-STC
Acknowledgements, v 1.3
A big thinks to ST Faust for helping run Saving Montreal. Thanks to the
summer 12 Saving Montreal players for helping play-test. Thanks to Neil for
error-catching. Thanks to Morgan for proof-reading, being a sounding board,
and more generally providing support as Saving Montreal got off the ground.
-STC, August 12
Legal

All rights reserved where not subject to a valid pre-existing claim.


Specifically, The World of Darkness, Vampire: the Requiem, Vampire: the
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New World of Masquerade Core Rules, v1.3, WIP 1


Masquerade, Shadowrun, and all associated materials are property of their
respective owners. For the avoidance of doubt, we make no claim to any
intellectual property that belongs to someone else.

New World of Masquerade Core Rules, v1.3, 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
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Chapter 7 Supernatural Powers............................................................91
Disciplines.........................................................................................92
List of Disciplines...........................................................................94
Gifts.................................................................................................133
Chapter 8 Game Mechanics...............................................................149
Key Trait Concepts...........................................................................149
General Systems.............................................................................151
Time.............................................................................................151
Tests.............................................................................................152
Actions.........................................................................................155
Objects.........................................................................................156
Equipment....................................................................................159
Projects........................................................................................159
Security........................................................................................162
Vehicles........................................................................................166
The Supernatural.............................................................................167
Auras............................................................................................167
The Astral Plane...........................................................................167
Possession....................................................................................171
Infernal Pacts...............................................................................174
Vampire Systems............................................................................174
Vulnerabilities and Immunities.....................................................175
The Beast.....................................................................................176
Torpor...........................................................................................181
Properties of the blood.................................................................183
Diablerie.......................................................................................190
Creatures of Blood.......................................................................191
Redemption and Damnation........................................................194
Chapter 9 Combat..............................................................................195
Overview.........................................................................................195
Initiative and Combat Initiative.......................................................198
Movement.......................................................................................200
Attack..............................................................................................202
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Test Pools.....................................................................................203
Close Combat Factors......................................................................204
Ranged Combat Factors..................................................................212
Initiative Passes and Simple Actions...............................................220
Other Combat Factors.....................................................................223
Items...............................................................................................230
Weapons......................................................................................231
Armor...........................................................................................236
Ammunition.................................................................................238
Accessories and Modifications.....................................................240
Storytelling notes Designing new Equipment............................241
Damage and Healing.......................................................................243
Health..........................................................................................243
Chapter 10 Downtime Actions............................................................248
Personal Actions..............................................................................249
Influence Actions.............................................................................250
Game Concepts............................................................................250
Using Influence............................................................................256
Acquiring Influence......................................................................259
Action Types.................................................................................259
Chapter 11 Storytelling......................................................................268
Chapter 12 Character Creation and Improvement.............................271
Designing a concept........................................................................271
The Numbers...................................................................................278
Chapter 13 Changelog.......................................................................281

New World of Masquerade Core Rules, v1.3, WIP 1

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

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.

Players of Vampire: the Masquerade


Welcome! New World of Masquerade combines the awesome setting of
Vampire: the Masquerade with a superior rules system based on (new) World
of Darkness. As a result of careful refinement and play-testing, even our
most aggressive powergamers cannot find any significant remaining balance
issues.
For a more detailed discussion of changes since Vampire: the
Masquerade, see Core Rules, Veterans of Vampire: the Masquerade, p. 31.

Players of Vampire: the Requiem


Welcome! New World of Masquerade is a comprehensive upgrade to
(new) World of Darkness that significantly improves game balance, allows for
much deeper gameplay, and allows use of the setting from Vampire: the
Masquerade. These rules give players numerous ways to make unique,
quirky, special characters without resorting to fantastic or unbalancing
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kewl powerz. Even if you do not wish to use the Masquerade setting, we
believe that with only minor tweaks you can make good use of this system in
your World of Darkness or Vampire: the Requiem games.
For a more detailed discussion of differences between New World of
Masquerade and Requiem, see Core Rules, Veterans of Vampire: the
Requiem, p. 37.

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:

Read this Overview.


Read the packet Quickstart: Character Creation (reprinted here as
Designing a concept, p. 447). Work with the Storytellers or an
experienced player to design your character.
Skim Chapter 8: Game Mechanics, keeping an eye out for anything
interesting or relevant.
Read your games House Rules.
Skim any other rules particularly relevant to your character.
Re-read rule sections as they become relevant to your character.

This book is a comprehensive reference guide. You do not need to


know everything in it. The Storytellers do not know everything in it. It is
designed to cover lots of situations, many of which will never be relevant to
your character. You should focus on gaining a rough understanding of your
characters capabilities and learning where to look for more details when you
need them.

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

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.

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

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.

The Most Important Rules

Its only a game. Dont take things too seriously.


No touching without permission. Although some players
have tags saying Touch Rule Waived, this only extends to
common, polite contact. Use common sense and if in doubt,
ask. No biting.
No stunts. Never take any actions that will put you or others
at risk of actual harm.
No weapons. We use little cards instead. Harmless props may
be approved on a case-by-case basis.
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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:

Attributes are your characters innate characteristics (IE, Dexterity,


Charisma, or Intelligence). For more details, see Chapter 3: Attributes.

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

Abilities are learned capabilities or knowledge (IE, Athletics, Firearms,


or Stealth). Pay particular attention to Lore Abilities, which dictate your
characters knowledge about the game world. For more details, see
Chapter 4: Abilities.
Advantages are innate characteristics or accidents of birth that do
not fall into the neat categories used by Attributes. They include
everything from your characters moral code to how well she can
dodge a blow. For more details, see Chapter 5: Advantages.
Merits & Flaws are special advantages and disadvantages possessed
by your character. The most important of these is Centering, a Merit
which helps protect against supernatural powers. As a rule of thumb,
most game mechanics or other characteristics have one or more
related Merits or Flaws. For more details, see Appendix I: Merits &
Flaws.
Backgrounds are advantages of opportunity and circumstance: social
networks, financial resources, people who owe you favors, and the like.
For more details, see Chapter 6: Backgrounds.
Disciplines are vampiric superpowers. For more details, see Chapter
7: Supernatural Powers.
Gifts are special powers only available to hunters with True Faith. For
more details, see Chapter 7: Supernatural Powers.

Categories and Subcategories


Some Traits require you to select a Category of specialty. Different
categories of the same Trait function as different Traits. You may purchase
these Traits multiple times, selecting a different category each time. For
example, Performance: Drums and Performance: Guitar are different
Abilities, even though they are both grouped under Performance. Similarly,
Status: Camarilla and Status: Sabbat are different Backgrounds, even though
they are both grouped under Status. Some Traits have multiple tiers of
categories. For example, the Ability Lore: Supernatural Creatures: Wraiths.

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.

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Test pools
When your character makes a Test, you construct a Test Pool by adding
your characters most relevant Attribute to her most relevant Ability. For
example, the Test Pool for shooting a gun uses the Attribute Dexterity and
the Ability Firearms. In some Tests, you can add additional Traits to your Test
Pool, such as a Discipline, Gift, or Merit. See your Character Sheet for details.
Circumstances can make your Tests easier or harder. This is represented by
modifiersbonuses or penalties to your Test Pool.
Dice

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
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is that she stops testingit does not add to Mollys total. After two more
losses, Mollys total is reduced to -1. Then, finally, Mollys player wins!
Although the win does not increase Mollys total, it does mean Mollys total
will not go down any further. Now, Molly divides her total by 3. -1 divided by
3 is 1/3, which rounds up to 0 Successes. Molly fails to punch Tom.
This system is easier to deal with if you keep in mind that every +3 or
-3 increases or decreases the Successes by 1. Also, keep in mind that if the
total drops below 0, that means the Test has failed. However, things can get
worse. A total of -6 or less results in a particularly spectacular and
noteworthy failure.
Luck check
Sometimes, a situation is entirely out of your characters hands. Maybe
she is blindly jumping out of a window, or maybe she is firing randomly in a
darkened room. In these situations, the Storyteller makes a check to see
whether or not the outcome favors your character. Generally, the Storyteller
either rolls a single die, or plays rock-paper-scissors with you twice. The
precise result will depend on the situation.

Reading your Character Sheet


Your Character Sheet has six basic areas: the stuff at the top,
Attributes, Abilities, Disciplines (or Gifts), Merits & Flaws, and Backgrounds.
You already know about all of these except the stuff at the top, which
includes a variety of basic character details in addition to Advantages. For
now, the most important Advantages are Vitae and Willpower, which are
spent to use some supernatural powers. This section also includes
information about your characters lineage (Clan, Generation, Sire), psyche
(Humanity, Nature, Vice), basic combat capabilities (Defense, Initiative, KN,
and Speed), and financial resources (Money). For more details, see the
glossary. If you need help interpreting your character sheet, ask a Storyteller.
If your game is using the web-assisted character sheet management
tools that go with New World of Masquerade, your character sheet will also
list Test Pools for using your characters supernatural abilities, resisting
Frenzy (a kind of vampire berserker rage), and resisting hostile supernatural
powers.

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
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Reflexive Actions while simultaneously performing one or more other Actions.
Most Reflexive Actions require no Test. E.g., dropping a held object.
Simple Actions are slightly more involved and require some
concentration. These actions take less than one second. E.g., firing a gun.
Complex Actions are, essentially, longer, more intense versions of
Simple Actions. Complex Actions take about three seconds. E.g., tackling
someone.
Extended Actions require multiple Tests over an extended period of
time. Your character keeps a running tally of her Successes on these Tests,
until her cumulative total reaches a Threshold determined by the Tests
difficulty. E.g., repairing a car.
Contested Actions are actions where you and another character are
working at cross purposes. E.g., combat, or a foot race. In these
circumstances, both characters make a Test. Whichever gets the most
successes prevails (defender wins ties). Any type of action may be
contested.
Note that not all actions are contested. For uncontested actions, one
success is enough, although more successes will likely get additional
benefits.
For more information, see Actions, p. 253.

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.

An Appearance Tag lists things about your character that would be


immediately obvious to other characters, but are not obvious from your
costume.
The Character Sheet defines your characters capabilities and
general knowledge
The Discipline Sheet is a cheat sheet to help you with game rules.

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Item Cards represent stuff your character has, such as armor or


weapons.

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.

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Challenge: When players use dice or Rock, Paper, Scissors to
determine whether their characters succeed or fail. See Test Pool.
Character: Any tangible or intangible thing that exists in the game
world and is capable of independent action.
Character Sheet: Player aid listing a characters basic information
and Traits.
Complex Action: A task that takes all of a characters time and
attention for 3 seconds. See Reflexive Action and Simple Action.
Concealment Score: If your character is using a supernatural form of
concealment, this score measures the effectiveness of her concealment.
Contacts Action: Downtime Action that makes use of the Background
Contacts.
Contested Action: Two or more characters compete in a task for a
single goal.
Damage: Represents injury to a character. Damage severity is
categorized as Bashing, Lethal, or Aggravated. Measured in Points.
Damage Rating: Weapon Trait representing how much damage a
weapon does if it hits.
Defense: Derived Attribute representing skill at evading close combat
attacks.
Derived Attribute: A character Trait determined by combining two or
more Attributes.
Discipline Sheet: Player Aid summarizing the rules and effects of a
characters Disciplines.
Discipline: Mystical vampire superpower.
Dots: An incremental measurement of a permanent Trait. Most Traits
range 1-5 or 1-10.
Downtime Action: Any action your player does between game
sessions. Often used to refer to actions with special rules, such as Influence
Actions or Contacts Actions.
Duel: A type of Close Combat where characters are so committed to
fighting each other that neither may easily disengage without giving the
other a chance to strike them as they flee.
Experience Point Multiplier (or XP Multiplier or XPM): A
measures of how much it costs to purchase additional Dots of a Trait. Usually,
an additional Dot costs of a Trait costs a number of Experience Points equal
to the number of Dots you will have (counting the new Dot) multiplied by the
Traits Experience Multiplier. Thus, cost = (New Dots) (XPM).
Experience Points: These points represent your characters
accumulated knowledge and experience. Characters may spend them to
acquire additional Traits or improve old ones.
Extended Action: A task that takes time to accomplish. Characters
continue to accumulate successes over multiple Tests until they succeed, run
out of time, or fail.

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Fast Movement: The faster of the two movement methods available
to character on the Astral Plane.
Flaws: Character Traits representing special disadvantages. Measured
in Dots. Your Character sheet details your specific Flaws.
Generation: Background representing a characters genealogical
distance from Caine, the mythical progenitor of all vampires.
Goal Level: Term used for some Downtime Actions to measure how
difficult the action is.
Grappling: A type of close combat where characters are locked in
hand-to-hand struggle.
Health: Derived Attribute that is basically a characters hit points.
Measured in Dots.
Humanity: Character Trait representing a characters underlying moral
code.
Initiative: Derived Attribute measuring response time when surprised.
Influence: Character Trait representing pull within the mortal
community.
Influence Action: Downtime Action that makes use of the Background
Influence.
Item: A tangible or intangible thing that exists in the game world and
is not capable of independent action. Items may have one or more Traits.
Item Card: Player Aid representing one or more Items and
summarizing their Traits.
Knockdown Number (KN): Character Trait representing aptitude at
maintaining footing on uneven ground or when shot.
Lethal Damage: A Damage Point that inflicts a sharp, slashing, or
piercing Wound.
Lore: Ability representing knowledge of the game world.
Manifest: When Astral entities appear in the real world as a
translucent ghost-like figure.
Materialize: When Astral entities take solid form in the real world.
Merits: Character Traits representing special advantages. Measured in
Dots. Your Character sheet details your specific Merits.
Modifier: Bonus or penalty to a Test Pools due factors like tools and
surrounding conditions.
Nature: A Characters true self.
Obscurity: A measure of how difficult it is to find a piece of
information when conducting research.
Organization: A Trait for libraries indicating how well-organized the
library is.
Player Aid: A reference sheet that helps players understand what is
going on at game.
Point: A Trait spent to gain certain effects, such as Blood, or a
measurement of Damage or Health. The amount of Points available to spend

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equals the parent Traits Dots. Points can be regained over time or by
performing certain acts.
Rarity: Measures just how hard it is to obtain a rare or unusual item or
Trait.
Rating: Item Trait representing how useful an item is.
Reflexive Action: A task that takes no time and does not prevent
characters from taking other actions. See Complex Action and Simple Action
Resistance Pool: A Test Pool used for a Resistance Test.
Resistance Test: A defensive Test. It might be defending against an
attack, a supernatural power, or even a self-destructive impulse. As a
general rule of thumb, a Test is a Resistance Test if it includes the Attributes
Stamina, Composure, or Resolve, the Advantage Defense, the Merit
Centering, or any combination thereof.
Scope: A Trait used for libraries that measures how much information
the library contains.
Simple Action: A task that requires about second of a characters
time and attention. See Complex Action, and Reflexive Action.
Speed: Derived Attribute representing how far a character can move
in 1 Turn.
Status: Background representing a characters official authority in an
area. 15 scale.
Success(es): Measure of whether and to what extent a character
prevails in a Challenge.
Test: See Challenge.
Test Pool: Represents characters likelihood of success or failure in a
Challenge. Test Pools are usually determined by adding up an Attribute, an
Ability, and any relevant Modifiers.
Threshold: A number representing the difficulty of an Extended
Action. Once your characters total Successes reach the tests Threshold, she
succeeds.
To Hit Number: Weapon Trait representing how easy it is to hit a
target with a weapon.
Trait: Pre-defined terms used to describe the basic characteristics of
items and characters.
Turn: A three-second period of time. Combat is split into a series of
Turns.
Vice: A Characters preferred guilty pleasure.
Wounds: A filled-in Dot of Health.
Willpower: Derived Attribute representing a characters force of will.
XP: See Experience Points.
XP Multiplier: See Experience Point Multiplier.
XPM: See Experience Point Multiplier.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

In-Character Terms (vampires)


Anarchs: A poorly organized sect of vampire rebels who oppose the
elders tyranny.
Ancilla: Vampire adolescent, usually at least 100 years old.
Beast: The hyper-active voice of anger and instinct that rages in each
vampires mind.
Boon: Formal favors used as currency by vampires. There are five
types of boons: Trivial, Minor, Major, Blood, and Life.
Camarilla: Sect of vampires dedicated to preserving the Masquerade.
Caitiff: A vampire who does not belong to one of the clans.
Childe: Vampire offspring. See Sire.
Clan: An extended family of vampires that shares common
characteristics and flaws.
Diablerie: Eating another vampires soul.
Elder: A vampire at least 300 years old.
Elysium: A safe-haven for vampires to socialize and politick. Violence
is strictly forbidden.
Embrace, the: The act of turning a mortal into a new vampire.
Final Death: A vampires actual final, ultimate death, when her unlife
cases forever.
Frenzy: A beserk state where the Beast takes control of a vampires
actions. Vampires may frenzy due to Anger, Fear, or Hunger.
Gehenna: Mythical Armageddon where ancient vampires will awaken
to devour all the younger vampires and destroy the world.
Ghoul: A mortal human who regularly drinks vampire blood. Ghouls
can develop some vampiric powers, and do not age.
Harpy: A vampire whose social position lets them trash-talk other
vampires.
Haven: A vampires home
Independent Clan: A clan that eschews membership in either the
Camarilla or Sabbat and instead pursues its own goals as a clan.
Jyhad, the: The secret, self-destructive war waged between ancient
vampires using their younger brethren as pawns.
Kindred: What pretentious vampires call themselves.
Kiss, the: To drink blood, especially from a mortal. The Kiss causes
feelings of ecstasy in both the drinker and the victim.
Masquerade, the: The Camarillas collective effort to avoid vampirehunters by preventing mortals from finding out that vampires exist.
Neonate: A recently-created vampire.
Primogen: An advisor to a citys Prince. Traditionally, each clan
appoints one Primogen.
Prince: The ruler of a citys Camarilla.
Sabbat: A sect of vampires that believes vampires should lord over
mortals. It is notoriously violent and bestial.
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction


Sect: A group of Kindred united under a common philosophy.
Seneschal: The Princes right-hand vampire.
Sheriff: The Princes main enforcer
Sire: A vampiric parent, one who has Embraced a childer.
Alternately, a verb meaning to Embrace.
Thin Blood: Vampire of very weak Generation. Some see them as a
sign of the end times.
Torpor: A death-like sleep that vampires fall into if they are severely
injured.
Traditions: The Camarillas six main rules: Accounting, Destruction,
Domain, Hospitality, Progeny, and the Masquerade.
Vitae: Pretentious word for blood.

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.

We strongly encourage players to acquire copies of World of Darkness


and Vampire: the Masquerade. Although in many areas we have supplanted
the rules from World of Darkness, most of the concepts discussed in New
World of Masquerade are discussed in World of Darkness in greater detail
and with more examples. Notwithstanding the rules differences, those
expanded discussions are still very helpful, especially for new players.
Moreover, there are still areas where we simply adopt by reference large
sections of rules from World of Darkness. Vampire: the Requiem might also
provide some useful examples, however we draw very few rules from it.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction


Supplemental Material
White Wolf has published a very large number of supplements
containing additional setting information. The clanbooks are particularly
helpful each focuses on a particular vampire clan.
In addition, www.unmasqued.com has excellent introductions to
Vampire: the Masquerade in general and LARPing in particular. Its New
Players Guide are fantastic, and its lore pages are the best on the internet
(no, seriously, they are).
Although many White Wolf books are now out of print, electronic copies
of most White Wolf books are available online, at low prices. We strongly
recommend you consider buying some.

Veterans of Vampire: the


Masquerade
How much of the setting did you change?
Not much, for vampires. We basically just pruned out the stupid stuff.
However, while the Classic World of Darkness included a number of different
playable supernatural creatures, we have only converted the rules for
vampires and explicitly discourage Storytellers from simply porting material
regarding the other creature types into their New World of Masquerade
games. Simply put, creatures designed to be player characters rarely make
good NPC antagonists.

What Clans are supported?


We focused on the Camarilla and Independents. Accordingly, weve
converted the basic Camarilla clans (Brujah, Malkavians, Nosferatu, Toreador,
Tremere, Ventrue), as well as the Gangrel. Rules exist for the Assamites,
Lasmobra, and Followers of Set, and are available upon request. We have not
converted the Tzimisce, Ravnos, or any of the bloodlines. We have not
converted Necromancy, but the Giovanni are playable otherwise (small
comfort, that).
As for Combo Disciplines, we deliberately avoided providing any
specific stats, as in our experience as soon as you stat a rare combo
Discipline, everyone has it. Instead, we believe Combo Disciplines are
something that a character should only learn after exerting considerable
effort on research or finding a teacher. However, once a character has made
that effort we believe the Combo Discipline should be tailored to fit the
character (within reason, of course).
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

What about Disciplines?


These rules make it fairly easy to rearrange a characters in-clan
Disciplines without changing her clan. Specifically, characters may purchase
an inexpensive Merit called Alternate Discipline (see Appendix I: Merits &
Flaws, p. Error: Reference source not found). For each Dot, characters may
swap out one of their in-clan Disciplines for one of the eight basic Disciplines.
While it is true that most concepts work as most clans, we have found that
characters are much better developed when clans are selected based on the
best backstory fit rather than the most advantageous Discipline set.
These rules support the eight basic Disciplines (Animalism, Auspex,
Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence), as well as
clan-specifics for the supported clans (Dementation, Obtenebration, Protean,
Quietus, Serpentis, and Thaumaturgy). Rules for Obtenebration, Quietus,
Serpentis, and Thaumaturgy are not included in this book but are available
upon request.
We have made some changes. Most notably, we removed Presence
: Summon and reworked Dominate. We replaced Summon with a modified
version of the Revelation power from Vampire: the Requiem. In essence, this
lets one character force another to reveal a sensitive and potentially
damaging secret. Dominate was reworked to allow you to place mortals in a
trance and do more interesting things with implanted triggerable commands.
We removed Conditioning because we felt it added too little to player
interactions.
Weve rewritten large chunks of Thaumaturgy, and the results are
pretty interesting. Thaumaturgic rituals are also more interesting and varied.
Weve also done some really interesting things with Spirit Thaumaturgy
(here, called Path of Spirits).
A full discussion of many of these changes may be found on our Rules
Discussions forums, located at www.darkmontreal.com/forums. We believe
that our changes make for more interesting and varied gameplay.

Have the rules changed?


Quite a bit. The published Vampire: the Masquerade rules are
notoriously unbalanced and, at times, downright bizarre. As a result, while
Discipline concepts are often pulled from Vampire: the Masquerade,
mechanics have been tweaked considerably.
If youve never read the Vampire: the Masquerade rules, dont panic.
Simply work through this packet. When material from another source is
relevant, you will be told.
A few areas deserve special mention. Weve thrown out the published
rules for combat, influence and Merits & Flaws. The basic person-on-person
combat rules may be found in later in this document. Appendix I: Merits and
Flaws contains our consolidated, comprehensive list of Merits and Flaws.
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction


There are still gaps in the rules, particularly when it comes to gear,
crafting, NPC archetypes, animal archetypes, and uncommon blood magic.
These gaps will be filled based on player interest. If you want to play a
character that requires rules that have not yet been converted, contact the
Storytellers.
If you want to contribute to the ongoing rules discussion, please visit
our forums at www.darkmontreal.com/forums. You will need to email the
Montreal in Darkness storytellers to gain access. You can contact them at
storytellers@darkmontreal.com.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

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

This is mainly a clarification. In Vampire:


the Requiem, Blood Bond and Vinculum
refer to different things.

Lick
(derogatory
term for
mortals)
Danse
Macabre
Instant Action
Chapter

Veterans of Vampire: the


Requiem
Setting differences
Vampire: the Requiems first chapter gives a good general feel for our
world, although it uses some different in-game terminology. Kindred politics
in Vampire: the Masquerade differ from those in Vampire: the Requiem.
Instead of five clans, Vampire: the Masquerade has thirteen. In Vampire: the
Masquerade, the Camarilla is a present reality rather than a distant memory.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction


Its domain and sub-domains arrangements can be as complicated as the
subinfeudation system in Vampire: the Requiem, but only are so complex in
well-established Camarilla cities with large Kindred populations. There are no
Moirai. Finally, in Vampire: the Masquerade, clans form the basic unit of
social interaction rather than sects. Indeed, the ongoing war between the
Camarilla and the Sabbat makes inter-sect interactions difficult at best.
Vampire: the Masquerade uses Generation instead of Blood Potency.
Generation may only be improved via diablerie. Vampires in Vampire: the
Masquerade have no reason to voluntarily enter torpor every few centuries.
Those that do enter torpor (usually involuntarily) do not suffer disorienting
dreams. As a result, there may well be Elders who have been continuously
awake and operating since long before the birth of Christ.
The Myths and Facts on Vampire: the Requiem, p. 15-16 do not all
apply to Vampire: the Masquerade. See http://www.unmasqued.com/faq.php
for a FAQ for Vampire: the Masquerade. In particular, vampires do show up in
mirrors, on film, etc.
Vitae removed from the Kindred body retains its supernatural
properties. If carefully preserved, it will last indefinitely (there are vitae
connoisseurs). Otherwise, it behaves as per Requiem. There is no Predators
Taint. You cannot automatically identify vampires when you see them. There
is no Blood Sympathy or Taste of Family.

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

This is mainly a clarification. In Vampire:


the Requiem, Blood Bond and Vinculum
refer to different things.

Lick
(derogatory
term for
39

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction


vampires)
Jyhad
Complex Action
Game

mortals)
Danse
Macabre
Instant Action
Chapter

Finally, weve significantly changed some Disciplines. Sometimes, we


just changed the name to bring things back in-line with Classic World of
Darkness. Other times, we completely re-wrote the powers.

Summary of other significant changes

Combat has been expanded considerably, with a particular focus on


making ranged combat more interesting and balanced.
Weve explicitly banned Devotions from Vampire: the Requiem (pp.
15053), as well as Requiems rules for creating bloodlines (pp. 254
65).
We use Backgrounds, Influences, and Flaws, as per Classic World of
Darkness.
We use an XP-buy character creation system, instead of a point-buy
system. Although we do have rules for quick, point-buy character
creation systems, we only use them to make characters on-the-fly.
Before those characters are approved for long-term play, they must be
recreated using the XP-buy system.
Some Disciplines have been altered for balance and to conform with
our setting.
Pools to resist Disciplines run 1-15, and include a new Discipline
Resistance Merit.
The new Merit Centering replaces Requiems Blood Potency when
resisting Disciplines.
We use Abilities instead of Skills. As compared to Skills,
o
There are more Abilities, but they are each more narrowly
defined
o
Abilities XP costs vary more than Skills costs did. Most
vary between (New Dots 1) XP and (New Dots 3) XP.
o
Broad-based Abilities including Lore, Mechanics, Occult,
and Science have been split up into multiple more narrowly-focused
sub-categories such as Lore: Kindred, Mechanics: Automotive,
Occult: Supernatural Creatures, and Science: Mathematics. Some
Abilities have multiple tiers of sub-categories, such as Occult:
Hermetic Magic: Tremere Thaumaturgy and Lore: Montreal:
Organized Crime.
o
Not all Abilities simply add to Attributes when creating Dice
Pools.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 1: Introduction

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.

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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.

Montreal in Darkness and Saving Montreal


Montreal in Darkness and Saving Montreal explicitly do ignore the
stupider parts of Vampire the Masqueradecheck with the Storytellers if you
have any questions about what counts as stupid. In addition, while the
Classic World of Darkness included a number of different playable
supernatural creatures, Montreal in Darkness only uses their vampire rules.
Other creature types may not even exist in our game, and if they do exist,
they may work radically differently. Saving Montreal adds to those rules basic
rules for vampire hunters.
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 3: Attributes

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,
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 3: Attributes


permission will only be granted to players who demonstrate a solid
understanding of the Assamite clan. This requires, at a minimum, that the
player has read the Assamite Clanbook and has a good grasp of the beliefs
followed by the clan. Only Assamite Viziers are allowed; Sorcerers and
Warriors are forbidden. Finally, all Assamite characters must be Camarilla
members.

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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 3: Attributes


(see Appendix I: Merits & Flaws, p. Error: Reference source not found). Note
that the Flaw may be taken multiple times. Gangrel characters must start
with at least a number of Animalistic Features equal to Age, and Gangrel do
not gain XP for these Animalistic Features.

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

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she completely resists entrancement, the Toreador suffers a penalty to all
non-Resistance tests equal to the test's Threshold, reduced by the number of
Successes she has already accumulated.
If a Toreador successfully resists becoming entranced of an example of
great craftsmanship or beauty, she is immune to its entrancing effects for 12
hours. If she fails her test, she becomes hopelessly entranced, and will do
nothing but stare at it in rapt fascination until it is withdrawn or she does
successfully resist its allure.
Retesting: A Toreador who fails to resist entrancement may test again
if she spends 1 Willpower point or if she is disturbed (think the amount of
disturbance required to wake someone from a deep sleep).
Stacking: When presented with a display containing multiple
potentially entrancing objects, Toreador will test against every potentially
entrancing object, in the order that they noticed them. You make these tests
even if you have not acquired enough successes to completely overcome
previous entrancing objects. The penalty you take is the greatest of penalties
from all the objects you are testing against. If any particular test is failed, the
Toreador is entranced and will not continue the cycle until bothered or they
succeed at resisting it. The cycle then continues until every item has been
examined. Characters with appropriate Abilities, however, may create
ensembles whose collective effect is greater than that of any piece taken by
itself. The specific mechanical effects of such ensembles will be determined
by the Storytellers.
Difficulties
Works of beauty
Threshold
Uses of the Abilities Performance or
Performers Successes.
Expression with 3 or more Successes.
Artistic works created with 3 or more
Artists Successes
Successes
Individually crafted items not
Crafters Successes - 1
intended as works of art, including
such mundane things as weapons
and vehicles.
Mass-produced works designed with
Designers Successes - 2
5 or more Successes.
Characters with two or more Dots of
Dots of Striking Looks
the Merit Striking Looks.

Tremere
Reference: Vampire: the Masquerade, pp. 7879.
Disciplines: Auspex, Dominate, Thaumaturgy*.

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Clan Advantage: Your character has the full weight of House and Clan
Tremere behind her. Her Tremere Allies are generally more reliable. See
Appendix IV: Tremere for more details.
Clan Weakness: Your character is stuck in the miserable, backstabbing,
over-controlling Hell of House and Clan Tremere. She are 1-step Blood Bound
to the Council of Seven. See Appendix IV: Tremere.

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

Your character must use a significant resource. For example,


lending her nice sports car, or using her Influence on anothers
behalf.

Minor
Boon

Your character must risk permanently losing a significant


resource. For example, lending her nice sports car to use as a
getaway car for a bank robbery; using her Influence to do
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something on anothers behalf, even though doing so will
seriously annoy the Influence. Politically supporting someone in
a way that will not have major repercussions for you. Giving
away 20 to 25 XP of influence.
Major
Boon

Your character must risk permanently losing some of her


political capital (Status). For example, using her political clout at
Court to protect the guy who robbed the bank controlled by her
rival. Giving away 70 to 80 XP worth of influence.

Blood
Boon

Your character must risk serious injury or death. Helping protect


someone from a hit squad.

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.

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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.

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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

Attributes of ordinary people are rated from 1 to 4. Vampires (as well


as some other supernatural creatures) can have attributes of 5. Some
creatures may have even higher Attribute caps.
All player characters automatically start with two Dots in each
Attribute. Characters may reduce this to one Dot to gain back 5 XP. Absent
special circumstances (such as the Flaw Disability), characters cannot have 0
Dots in an Attribute.
Whenever your character performs an action, she applies the Attribute
most relevant to the task at hand. Thus, if analyzing a math problem, she
would use Intelligence. If giving a speech, she would use Charisma. If
throwing darts, she would use Dexterity. Attributes are almost always applied
as part of a larger Dice Pool.

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,

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 3: Attributes


New World of
Masquerade.
Perception
Reaction to Surprise

Significantly changed for


New World of
Masquerade.

Resisting Coercion

373, and 386


World of Darkness, p.
45.
Core Rules p. 391.
World of
47.
World of
47, 137.
World of
47.
World of
49.
World of
49.
World of
51.

Breaking down a Barrier


Lifting/ Moving Objects
Holding Breath
Resisting Poison or
Disease
Meditation

Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.
Darkness, p.

Memorizing and Remembering (NWOD, 44)


This will generally only come up if a) a player forgets something that
their character was present for, and the player asks the Storytellers to jog
her memory; or b) a character wants to try to memorize something like a
license plate number or a passer-bys face, etc. In that case, the Storytellers
will make a note of the knowledge, either on the characters character sheet
or on an item card.
Perception
Generally, as per Perception and Skill-based Perception in World of
Darkness, pp. 4546. 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.

Additional explanation and examples


For additional examples, and a more detailed explanation, see World of
Darkness, Chapter 3: Attributes, p. 4251. All World of Darkness discussion of
Presence instead applies to our Charisma. Only the name has changed,
all other details of how the Attribute works remain the same. In addition, we
use different rules than World of Darkness for Surprise and Defense.

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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.

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Fifth, not all of our Abilities have the same cost. Some Abilities have
different Experience Multipliers (XP Multipliers) than others. For more
details, see Experience Multipliers, p. 239. Moreover, some Abilities get
cheaper if you have certain other Abilities. For more details, see Synergies,
p. 241.

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.

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Selecting Specialties
When selecting Specialties for your character, you are limited by two
things: your imagination, and the Storyteller. As a general rule of thumb,
Specialties should not always apply. Thus, for example, a Socialize Specialty
of small talk probably would not be approved.
Influences & Supernatural Powers
Specialties do not apply to Influence Dice Pools, nor do they apply
when using or defending against supernatural powers, including Disciplines.
Specialties and World of Darkness
These rules entirely replace the Specialty rules found in World of
Darkness, pp. 5455.

Unskilled Ability Use


Sometimes, your character may find herself in situations where she
wants to do something but lacks the corresponding Ability. This does not
mean she cannot try to do it anyway. She should construct a test pool as
normal, simply omitting the Ability. In addition, she incurs a penalty for
unskilled use. This penalty varies based on whether the Ability is a Physical
Ability (-1), Social Ability (-1), or Mental Ability (-3). Note that these rules
mirror those used for Skills in World of Darkness.
In addition, some Abilities provide no penalty for unskilled use, most
importantly Courage and Self-Control.
Defaulting
Usually, if your character wants to do something but lacks the
corresponding Ability, she must construct her Test Pool without using any
Ability. There are, however, some exceptions to this general rule. Specifically,
for some Abilities, if you do not have the appropriate Ability, you may instead
Default to another, related Ability.
Defaulting is only permitted where explicitly allowed.
Example: Tom Toreador is attempting to secure his havens computer
system. Normally, this would require a Test using Intelligence and Computer:
Security. Although Tom has Intelligence , Tom does not have Computer:
Security. However, he does have Computer: Hacking , which he can
default to at a -1 modifier. Thus, his final pool will be 3 + 4 1 = 6.

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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.

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Academics is used most frequently in one of two ways. First, to conduct
research, particularly library research. Second, characters who plan on
purchasing at least three different Science or Occult Abilities usually
purchase Dots of Academics because its pays for itself in Synergies.
Synergies: Academics does not have any synergies itself. That is,
there is no other Ability that will reduce how much it costs you to get
Academics. However, Academics is a synergy for a very large number of
Mental Abilities, including all Occult and Science Abilities (pp. 117 and 133,
respectively), and several types of Expert Ability (p. 93).
Reference: These rules entirely supplant those found in World of
Darkness, pp. 5556. For more information about Occult Libraries, see the
Merit Library, Appendix I: Merits & Flaws, p. Error: Reference source not
found.
Academics Dots Equivalencies
Dots
0

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.

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Overview
Most mundane research is fairly simple. However, from time to time
characters may find themselves researching more esoteric subjects that are
not covered in a typical public library or internet database.
These rules provide a framework for such highly interesting research
projects. In short, we ask Storytellers and players to rate the Obscurity of the
information sought, and then rate the Scope and Organization of the library
(or similar research venue) the character is using to conduct her research. In
situations where a single library does not have all of the information a
character needs, weve also provided rules outlining how a character might
go about filling those gaps in her research.
Where possible, we encourage Storytellers to use these rules as a
framework for a more interesting and involved series of plots and scenes.
Perhaps the Storyteller can dole out the information in small doses as the
characters research progresses. Perhaps the process of finding those last
little details can be the start of a new plot.
Step 1: What is your character looking for?
First, you must work with the Storytellers to identify what information
your character is seeking. The Storytellers will assign that information an
Obscurity rating. Generally, Obscurity ratings range from 115, although
higher values are possible:

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.

Step 2: Where is your character looking?


Second, you should work with the Storytellers to determine where your
character is seeking that information. The Storytellers will determine the
Scope and Organization ratings of the library (or other research source) your
character is using. Scope ratings usually range from 1 (minimal) to 45 (very

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 4: Abilities


comprehensive). Note that this range is far greater than is used for most
other ratings in New World of Masquerade.
Note that Scope ratings by subject. Thus, for example, a single library
might have a Scope of 30 for purposes of researching Tremere rituals, but a
Scope of only 10 for purposes of researching supernatural creatures. Each
library has a single Organization rating, no matter how many different
subjects the library covers.
Scope Ratings
Ratin
g
1-14
1523
2432
3341
42+

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.

Step 3: Is the information there?


Third, the Storytellers will make a secret Scope test to determine
whether the library contains the information your character seeks.
Test Pool: Librarys Scope rating. There are no modifiers.
Results of Scope Test
Successes
Successes
(Obscurity +
3)
Successes
Obscurity
Successes <

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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 4: Abilities


Obscurity

information the character seeks.

Successes =
0

The Library has no information relevant to


the characters search.

(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.
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 4: Abilities


As per Animal Ken, World of Darkness, pp. 7879.

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.

Astral Combat: Used to participate in combat on the Astral Plane. XP


Multiplier: 3.
Astral Navigation: Used to navigate the Astral Plane. Can default to
appropriate area Lore at -3 penalty. XP Multiplier: 2.
Astral Tracking: Used to track someone or something through the
Astral Plane. Can default to Investigation at -3 penalty. XP Multiplier: 2.
Astral Evasion: Used to evade someone or something through the
Astral Plane. Can default to Stealth at -3 penalty. XP Multiplier: 2.

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.

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Catching thrown objects


See Catching Thrown Objects, World of Darkness, p. 68.

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.

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Success
es
1
2
3
4+

Landing the Jump


Result
Your character falls prone upon landing.
Same as above, except your character may spend a Complex
Action to retain her balance, stay on her feet, and keep moving.
Same as above, except retaining balance requires only a Simple
Action.
Your character lands on her feet, retains her balance, and may
freely move or act.

Jumping characters move at their normal running speed (or sprinting


speed, if she was sprinting when she jumped). While in mid-air, they may not
use Defense and incur a -6 modifier to all non-Resistance Test s.
References: See World of Darkness, p. 67, for sample modifiers and
equipment. Environmental Modifiers do apply.
Gauging Distance
Characters with Athletics 3 automatically know how far they have to
jump, what modifiers will apply, and how many Successes are necessary to
succeed. Characters with Athletics < 3 do not know this information unless
they first succeed on an Intelligence + Athletics test. Characters may default
to Intelligence + Composure at a -3 modifier, or may default to simply
Intelligence at a -1 modifier.

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.
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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.

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Computer: Hacking
Computer: Hacking is used for all attempts to circumvent computers
security systems.
Synergies: Computer: General (1), Computer: Security (1).
Defaulting: May default to Computers: Security with a -1 modifier.
Computer: Security
Computer: Security is used for all attempts to secure computer
systems against unauthorized access.
Synergies: Computer: General (1), Computer: Security (1).
Defaulting: May default to Computers: Security with a -1 modifier.

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.
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Courage is fairly self-explanatory. It is particularly important for
Kindred, who use it in their Tests to resist Fear Frenzy.
Unskilled use: There is no penalty for unskilled use.
Modifiers: See Frenzy, p. 301.

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.
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Drive applies to tests to operate ground vehicles. Drive is required to
operate a motorcycle or a car with manual transmission. Drive is required
to operate large commercial vehicles and high-performance cars such as
racecars.
Drive does not cover the ability to operate aircraft or watercraft; those
skills fall under the Abilities Pilot: Aircraft and Pilot: Watercraft, respectively
(p. 129).
Otherwise, as per World of Darkness, pp. 6972.
Modifiers: Standard combat modifiers apply.
References: Drive, World of Darkness, pp. 6972; Vehicles, World
of Darkness, pp. 14147.

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.
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Categories: When your character purchases Expert Ability, you must
specify a Category. Generally, categories are divided by area of expertise.
Possible Categories include Anthropology (XPM 2), Economics (XPM 2),
Medicine (XPM 3). Note that Expert Ability: Medicine counts as a Science for
purpose of calculating synergies.
Synergy: Academics (1).

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).

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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.

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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,
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no one would mistake you for a native speaker. This roughly
corresponds to several years of language classes.
Your character can freely and easily discuss most topics.

However, she still has an abnormally low vocabulary and has


difficulty using and understanding complex sentences and
phrases. This roughly corresponds to some experience using
in a country where the language in daily life. Alternately, your
character may be a particularly parochial and unsophisticated
native speaker. Using examples from the United States, your
character could be a stereotypically inner-city high school
dropout or uneducated small-town farmer.
Your character can pass for a reasonably well-educated native

speaker. This roughly corresponds to the English language


proficiency of most people who will be playing this game.
Your character is exceptionally well-acquainted with the

intricacies of the language and has an exceptionally large


vocabulary. She can pun like a dmon, and always knows just
the right word for a situation. Her grammar is impeccable.
Think Gene Wolfe.
Categories: When your character purchases Language, you must
specify a Category. Each Language is its own Category.
Synergies: another Language (1), another Language in the same
language family (1). These synergies are cumulative.
Defaulting: May default to another Languages in the same linguistic
family with a -3 modifier.
Sample Specialties: Dialects, regional or otherwise.
References: See Wikipedia for a diagram of linguistic families.

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.

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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.

Partial list of Lores


Rarity: Rarity ratings are listed in brackets after each Lore. The first
and second numbers indicate the difficulty in finding thing via Kindred and
mundane sources, respectively. If there is a third number listed, that
represents the difficulty in learning the Lore if you are a member of the
relevant group.
Supernatural Entity Lores
This includes knowledge of and about supernatural creatures. For each
type of supernatural creature, there are both insider and outsider lores.
IE, Lore: Kindred is an insider lore, held by Kindred, trusted Ghouls, etc..
Lore: Vampire is an outsider lore held by hunters, paranormal researchers,
etc. Outsider lores have an XP multiplier of 1. Insider Lores have an XP
Multiplier of 2, and a synergy of 1 with their related outsider lore. For
simplicity, whenever you buy an insider Lore, you are assumed to know that
many Dots of outsider Lore, and what parts of the outsider Lore are
misconceptions. For lists of what knowledge each lore level represents, see
www.unmasqued.com.
Lore

Lore: Supernatural:
Kindred
Lore: Supernatural:
Vampire
Lore: Supernatural: KueiJin
Lore: Supernatural:
Cathayan

Insider Rarit Synergies


or
y
outside
r?
Insider 0/ 4
Lore: Supernatural: Vampire (1)
Outsider -4/ -1
Insider

2/ 2

Outsider 1/ 1

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Lore: Supernatural:
Mage
Lore: Supernatural:
Willworker
Lore: Supernatural:
Werewolf
Lore: Supernatural:
Lycanthrope
Lore: Supernatural: Fae
Lore: Supernatural:
Faerie
Lore: Supernatural:
Wraith
Lore: Supernatural:
Ghost
Lore: Supernatural:
Greater Demons
Lore: Supernatural:
Spirits
Lore: Supernatural:
Phantoms

Insider

2/ 2

Lore: Supernatural: Willworker


(1)

Outsider -1/ -1
Insider

2/ 2

Lore: Supernatural:
Lycanthrope (1)

Outsider -1/ -1
Insider 1/ 1
Outsider -1/ -1
Insider

1/ 2

Lore: Supernatural: Faerie (1)


Lore: Supernatural: Ghost (1)

Outsider -2/ -1
Insider

3/ 3

Insider

2/ 2

Lore: Supernatural: Phantoms


(1)

Outsider -2/ -1

City and Influence Lores


These Lore Abilities represent your knowledge of a certain facet of
Montreal. There are Lores corresponding to each Influence Category and
Influence Center. They represent knowledge of how that area is organized,
who has titular/ actual authority, how to get things done, etc. They also
provide bonuses to Influence Actions. These lores have three tiers: Lores
specific to one Influence Center, Lores specific to one Influence Category,
and Lore: Montreal.
You may also purchase Lore corresponding to specific boroughs,
suburbs, and neighborhoods of Montreal.
Defaulting from one of these to others incurs the following penalties.
Information about
closely-related
(but different)
Influence Centers
Lore: <Influence
Center>
Lore: <Influence
Category>
Lore: Montreal

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

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List of Influence Category Lores (XP Multiplier 2):
Lore: Media: Entertainment
Lore: Media: News
Lore: Transportation: Intercity
Lore: Transportation: Intracity
Lore: Montreal: The Arts
Lore: Montreal: Bureaucracy
Lore: Montreal: Cults
Lore: Montreal: EMS
Lore: Montreal: Entertainment
Lore: Montreal: Finance
Lore: Montreal: Fire Prevention
Lore: Montreal: Gangs
Lore: Montreal: Health
Lore: Montreal: <Industry> (by Industry)
Lore: Montreal: Legal
Lore: Montreal: Media (XP Multiplier: 3, includes both Lore: Media:
Entertainment and Lore: Media: News)
Lore: Montreal: Occult
Lore: Montreal: Organized Crime
Lore: Montreal: Organized Religion
Lore: Montreal: Police
Lore: Montreal: Politics
Lore: Montreal: Public Safety (XP Multiplier: 3, includes Lore: Montreal:
EMS, Lore: Montreal: Fire Prevention, and Lore: Montreal: Police)
Lore: Montreal: Street
Lore: Montreal: Transportation (XP Multiplier: 3, includes both Lore:
Transportation: Intracity and Lore: Transportation: Intercity)
Lore: Montreal: Unions
Lore: Montreal: University
Rarity: At Character Creation, you may purchase up to Lore: Montreal
, and you may purchase as many Dots of Lore: <Influence Center > or
Lore: <Influence Category> as you have Dots in the related Influence.
List of Clan Lores
XP Multiplier 2.
There is a lore corresponding to each clan and bloodline. Lore: Clan:
Caitif counts as a clan lore. XP Multiplier: 2.
Rarity: 1/3/0. This third, reduced rarity applies to the clan of your sire,
as well as the clan of any particularly relevant Allies (see p. 162).
List of Sect Lores
XP Multiplier 2.
There is a lore corresponding to each sect.

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Rarity: 1/3/0. This third, reduced rarity applies to the sect of your sire,
as well as the sect of any particularly relevant Allies (see p. 162).
List of Hunter Lores
XP Multiplier 2.
There is a lore corresponding to each hunter group.
Rarity: 0/3. The first rarity applies if your character is in the hunter
group The second applies if trying to learn about it through relevant
Influence.
List of Miscellaneous Lores
These miscellaneous Lores show up frequently enough to need
standardized systems.
Lore
Lore: Tremere
Thaumaturgy
Lore: Giovanni
Necromancy
Lore: Noddist
Lore: Golconda
Lore: Astral
Lore: <Metaplane>

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
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access to appropriate tools, parts, plans, and the like, and does not let your
character create plans from scratch. When performing simple tasks,
Mechanic 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. 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 (p. 87).
Categories: When your character purchases Mechanics, you must
specify a Category. Currently, the only Categories are Aeronautics,
Automotive, Industrial, and Nautical.
References: These rules entirely supplant those found in World of
Darkness, pp. 5758. See also Crafts, p. 91 and Build/ Repair, p. 85. 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.

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

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the query and may return it, even if she does not have any Dots of Network
Manipulation herself. This is generally calling pinging.

Sending and receiving explicit messages over the Network


Sending
As a Complex Action, your character may attempt to send a message
over the Malkavian Madness Network. Compose your characters message,
and make an Intelligence + Network Manipulation test with a Storyteller,
subject to the following modifiers:
+1

Send a single, short, simple phrase or


concept.
Send a single phrase or concept.
Each phrase after the first.
The message cannot be written out
in words. For example, a picture or
emotion.
Environmental modifiers

+/- 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

Range Modifiers (choose only one)


is within the same city as the sender
is within the same neighborhood as the sender
is within a few blocks of the sender
is within the same building as the sender
is within senders line-of-sight.

Critical Failure: Varies, at Storyteller discretion.


Failure: The recipient does not receive the message.
Success: What the recipient receives depends on how many
Successes she gets:

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1
2
3
4
5
+

Garbled, nearly incomprehensible message.


Something close to what was sent, although there are some errors.
The exact message that was sent.
The message that was sent, plus a little extra information about the
senders intent.
Additional subtext with each additional success

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.

Downtime Network Actions


Malkavians may use the Malkavian Madness Network to research rare
Abilities or seek answers to specific questions. These inquiries use a special
form of extended action called a Network Action. Network Actions use Wits
+ Network Manipulation. Their Success Thresholds are determined by the
actions Action Level and Goal Level.
Multiple Network Actions
Each Game Cycle, each Malkavian receives one Network Action. This
actions level is equal to the characters Dots in Network Manipulation. You
may gain additional Network Actions by trading in your action for more
actions at lower levels. Each level N Network Action may be traded for 2 level
N 1 Network Actions. You may repeatedly trade in actions, but may not use
more Network Actions in a cycle than you have Dots of Network
Manipulation.

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Example: Molly Malkavian has Network Manipulation . Each cycle,
she may perform a single Network Action at Action Level 3. Alternately, she
may perform two 2nd-Level Network Actions, or 2 1st-Level Network Actions
and 1 2nd-Level Network Action. However, she could not trade in her last 2ndLevel action to gain 2 more 1st-Level actions, because that would give her
four 1st-Level actions, and her Network Manipulation only allows her to
perform three.
Goal Level
Goal Level represents Network Actions difficulty. For Abilities, Goal
Level is determined by the Abilitys rarity. For specific questions, Goal Level
varies by question, at Storyteller discretion. As a rule of thumb, Storytellers
will set Goal Levels for specific questions at one level lower than would be
necessary to research the Lore that would simply give the answer.
Success Thresholds
Success Thresholds are determined by your characters Network
Manipulation and the actions Goal Level:
Goal Level Action Level
Goal Level > Action Level

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
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had Occult: Supernatural Creatures and were investigating a highly technical
matter for which the appropriate Ability is Occult: Supernatural Creatures:
Faeries, the Storyteller might let you default to Occult: Supernatural
Creatures at a -3 modifier. Alternatively, some tests call for general Occult
Abilities, but give significant bonuses if you have the appropriate, more
narrowly focused Category.
Synergies: Generally, Occult: <Category>: <Subcategory> has
synergy: Occult: <Category>. Thus, Occult: Supernatural Creatures: Kindred
Theory and Occult: Supernatural Creatures: Spirits both have synergy Occult:
Supernatural Creatures. Similarly, Occult: Disciplines Theory: <Discipline>
has synergy Occult: Kindred Theory: Discipline Theory. Similarly, Occult:
<Category> has synergy Occult: General Theory. All Occult Abilities have
synergy Academics.
References: For a non-technical understanding of supernatural
subjects, see Lore, p. 103. See Occult, World of Darkness, p. 62 for a
general description of the kinds of things covered by this Ability. Please keep
in mind that we split Occult into many finely-defined Categories and
Subcategories, while World of Darkness uses a single umbrella Skill.
Partial List of Categories
Rarity: Rarity ratings are listed in brackets after each Ability. The first
and second numbers indicate the difficulty in finding thing via Kindred and
mundane sources, respectively. If there is a third number listed, that
represents the difficulty in learning the Lore if you are a member of the
relevant group.

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Ability
(common
name)
Occult: General
Theory
Occult:
Divination
Occult: Theurgy
Occult:
Infernalism
Occult: Western
Necromancy
Occult: Western
Necromancy:
Giovanni
Occult: Hermetic
Magic
Occult: Hermetic
Magic: Tremere
Thaumaturgy
Occult: Spirit
Magic
Occult: Spirit
Magic: Tremere
Magic
Occult:
Supernatural
Creatures
Occult:
Supernatural
Creatures:
<Specific
Supernatural
Creature>
Occult: Kindred
Theory
Occult: Vitae
Theory

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>

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 4: Abilities

Creating Combo Disciplines


Characters with Occult Abilities representing theoretical knowledge
about multiple, specific supernatural powers may attempt to create new
supernatural powers that combine elements from those different powers.
This theoretical knowledge is represented by Occult: Discipline Theory:
<Discpline> or a similar Ability.
Thus, for example, a character with Occult: Discipline Theory: Auspex
and Occult: Discipline Theory: Dementation could attempt to create a Combo
Discipline that combines elements of both Auspex and Dementation.
If you are interested in having your character pursue this sort of
research, speak with the Storytellers.

Using Occult to identify supernatural creatures and powers


If your character has noticed a supernatural creature or power, she
may attempt to identity it with an appropriate Occult Ability. Simply seeing
the power used is not enough; she must sense use of the power through use
of the Merits Awareness or Unseen Sense, the Discipline Auspex : Aura
Perception, or a similar supernatural sensory capability.
Test Pool: Intelligence + Occult: General Theory. If your character has
a more appropriate Occult Ability, she may use it instead. If she does so, she
receives a potentially significant bonus to the identification test. Note,
however, that in many situations neither you nor your character will actually
know what Occult Ability is most appropriate. Accordingly, the best approach
is usually to simply show your sheet to the Storyteller, indicate whether you
wish to use Willpower or some other means of boosting your Test Pool, and
then let the Storyteller make the Test for you in secret and tell you the
results.
Modifie
r
+6

+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,
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+1

your character would need Occult: Supernatural Powers: Mental


Powers.
Your character has Occult: Supernatural Powers when observing a
supernatural power, regardless of type of power.

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Successes
Success Result
es
1
Your character successfully identifies the type of effect she
observed. Thus, she knows whether she observed use of a
supernatural power, the presence of a non-corporeal entity, the
presence of a supernatural creature, etc.
2
Your character also identifies the general type of power or
creature observed. Thus, she might know that she observed a
Kindred Discipline as opposed to a Willworkers magic. Or she
might know that the presence she felt was an astrally-projecting
Kindred as opposed to a Spirit, ghost, etc.
3
Your character identifies the specific power or type of entity.
Thus, for example, she might realize that she sensed use of the
Discipline Presence. Or she might realize that she had felt the
passing of a particular type of Spirit.
4
If your character observed a supernatural power, she identifies
the specific power used. If she is already familiar with the
specific power used, she knows what it was. If not, she only
knows what it does. Thus, for example, if your character was
already familiar with the Discipline Presence, she might realize
that she had observed use of Presence : Entrancement. If she
was not, she would simply realize that she had observed use of a
social Discipline intended to induce the target to temporarily
hold a positive impression regarding the caster.
Alternately, if your character observed a supernatural creature,
she identifies its relative power level. Thus, for example, she
might be able to tell that it was a particularly powerful Greater
Demon that she felt pass through the area.
5
Your character identifies the relative potency of an observed
supernatural power, relative location of either the powers target
or caster (whichever is closer). However, your character must
choose which of these pieces of information she learns. Location
information gives only a rough direction (IE, in front of you;
somewhere behind you; somewhere to the right of you,
etc.).
6
Your character identifies the relative power of an observed
supernatural power. Specifically, she learns whether the casters
Test pool was low (5 or lower), medium (6-10), or high (11 or
higher)..
+
7
Narrow the Test Pool bands by 1 for each additional Success.

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Additional Notes
Neither Occult: Supernatural Powers nor Occult: Supernatural Powers:
<Type of Power> will tell your charcter what precise power was used.
However, they will tell your charcter the powers likely effects.
Neither Occult: Discipline Theory nor its derivatives will help
specifically identify non-Kindred superpowers. IE, some sort of sociallybased superpower was just used. I think it is intended to improve a group of
targets impressions of the user (using a relevant Lore: <Clan> x 1 to get a
sense of what Presence does) I dont think it actually is Presence. Occult:
Disciplines: Presence would similarly let you know that it was or was not
Presence.

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
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to operate a small, fixed-wing aircraft that does not use jet engines. Pilot:
Aircraft 2 is required to operate a jet. Pilot: Aircraft 3 is required to
operate a helicopter.

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.

If the target is using an alias, your character only discovers details


linked to that alias.
Spent Dots return at the end of each Game Cycle. In Montreal in
Darkness, this means that Politics Dots refresh upon waking night of game.
Categories: When your character purchases Politics, you must specify
a Category. Generally, categories are divided by organization; Clans, Sects,
Influence Categories, mortal entities, etc.
XP Cost (LARP): Politics within a Sect, Clan, or major mortal
organization 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 Politics is subject to
usual Ability Caps). Politics within a city, regional mortal organization, or
regional Influence Category costs 2/ 2/ 2/ 1/ 1 XP for Dots 1/ 2/ 3/ 4/ 5. All
additional Dots purchased after the fifth Dot cost 1 XP each.
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XP Cost (Tabletop): Politics within a Sect, Clan, Hunter Group, or
major mortal organization has an XP Multiplier of 1. Politics within a city,
regional mortal organization, or regional Influence Category has an XP
Multiplier of (round fractions up).
Defaulting: You may not use Politics if you do not have at least one
unspent Dot.
Sample Specialties: None. If you have an idea for a Specialty, you
may petition toe Storytellers to create one.
Reference: These rules entirely supplant those in World of Darkness,
pp. 6263.

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.
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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.
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Categories: When your character purchases Sensitivity, you must
specify a Category. If your character has the Merit Awareness, she may
purchase Sensitivity: General. Alternately, characters with either Awareness
or Unseen Sense may purchase Sensitivity in any of the sensory Categories
available as Categories when purchasing Unseen Sense. See Unseen Sense,
Appendix I: Merits & Flaws, p. Error: Reference source not found.
XP Multiplier: 4 (Sensitivity: General); 2 (all other Sensitivity
Abilities).
Defaulting: You may default to Wits without penalty.
Reference: For details on how to use Sensitivity, see Awareness,
Appendix I: Merits & Flaws, p. Error: Reference source not found. Unseen
Sense, Appendix I: Merits & Flaws, p. Error: Reference source not found.

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.

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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.

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Chapter 4
Advantages
Key Trait Concepts
Before reading this chapter, you should the section Key Trait
Concepts, p. 239.

Reflections of the Soul


These Advantages represent the core of your characters being. How
her mind works. Her guilty pleasures. Her personal code of conduct. These
stats rarely show up in Test Pools; instead, they help describe how your
character works on a most basic level.
Note that while we have adapted our Vice system from World of
Darkness, we do not use its Virtue system. Similarly, while we do use the
Nature system introduced in Vampire: the Masquerade, we do not use its
Demeanor system.

Morality & Humanity


Morality
Morality represents a humans moral code. Humanity is the same
thing, except for vampires. For more information on Morality, see World of
Darkness, p. 9194. Absent special circumstances, characters may lose at
most one Dot of Morality per Game Cycle.

Humanity
Humanity has much more far-reaching impact than does Morality.
Specifically, Humanity has the following effects.

Humanity represents your characters moral code.


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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.

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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

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 5: Advantages


Overcoming Derangements
Characters will be allowed to buy-off a Derangement (even a
Degeneration Derangement) if they directly confront it and make serious
attempts to overcome it (similar to regaining Humanity). This process is not
easy, and will require serious, sustained roleplaying.

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
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your characters Age, the more easily she may acquire at character creation
items or traits that are particularly rare or unusual (that is, items or traits
that have a Rarity rating). See Rarity, p. 239, for more details.
Although Age has no direct XP cost, high Age is not without trade-offs.
Regardless of a Kindred characters actual Generation, other characters will
frequently assume that high Age characters do have more potent Generation
and are thus better targets for Diablerie (see Generation, below, and
Diablerie, p. 335). In addition, your characters starting Age determines her
starting Modernity. In short, the older your character is, the more out-oftouch she is with the modern world. See Modernity, below, for details.
Age
0
1
2
3
4
5

Approximate time since Embrace


1 year or less
1-75 years (Neonate)
75-150 years old (old Neonate or young Ancillae)
150-300 years (old Ancillae or young Elder)
300+ years (Elder)
Really old
Cost: Free, but affects Modernity.
Availability: This Advantage may not be purchased after character
creation.
Montreal in Darkness: Note that Montreal in Darkness treats
Generation as a Background.

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).

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Usually, a newly embraced Kindred has a Generation one Dot lower
than that of her Sire. However, sometimes, a childe skips a generation
(often due to irregularities at her embrace).
By default, all Kindred may only spend 1 Vitae point per Turn,
regardless of Generation. Kindred with sufficiently strong Generation may
purchase Merits to increase this limit. See Vitae Mastery II and Vitae
Mastery III, Appendix I: Merits & Flaws, p. Error: Reference source not found
Error: Reference source not found. See Properties of the blood, p. 319 for
more details about the uses of Vitae.
Generation
14

Age
prerequisite
Any

13

Any

12

Any

11

Any

10
9
8
7
6
5 and below

1
2
3
???
???
???

May feed from


Animals, humans,
Kindred
Animals, humans,
Kindred
Animals, humans,
Kindred
Animals, humans,
Kindred
Humans, Kindred
Humans, Kindred
Humans, Kindred
????
???
???

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
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Embrace, one has only 10, 12 hours a day, rather than the 15, 16, or more
available in life. Not to mention the time consumed by the never-ending
hunt. Still others point out that even humans inevitably lose touch with the
world around them as they grow older.
Whatever the reason, vampires most assuredly do begin to fall behind
almost immediately following their embrace. Savvy Kindred endeavor to stay
informed, to stay up-to-date, if for no reason other than the need to avoid
breaching the Masquerade. Still, the fight gets harder every year, and those
vampires who are honest with themselves know that it is a fight they will
eventually lose.
Modernity has no equivalent in World of Darkness or Vampire: the
Requiem.
How far
behind
the
times
are you?
250+
years
150-250
years
100-150
years
50-100
years
20-50
years

How
long
does
the Dot
last?
Never

10-20
years

20
years

Average elderly person.

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

Why cant I find


betamax or cassette
tapes anymore?
How do these
newfangled electric toll
meters work? How does
a cell phone work? Why
should I have a
computer? How do I
use email? Whats a
DVD player, and why
do I need one? Why are
there so many strange
buttons in this damn
car?
Whats a 3G phone?
This Yahoo! thing
doesnt work, my first
search got a list of

New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 5: Advantages

~2-4
years

4 years

~1-2
years

2 years

6 months
to 1 year

1 year

10

6 months
ahead

1 year

you are particularly


interested in, but are a
few years behind the
times in other areas
Average young adult.
Stays on top of
developments in a few
select areas, and quickly
catches on to new things
in other areas.
Average late teen/
college student. You are
near the cutting edge of
new social and cultural
developments.
Early adopter. You are
one of the first to pick
up on new trends, toys,
and ideas.

naughty links! You kids


and youre electronic
toys! What is a blog,
and why should I care?
Up to speed on
blogging, twitter, etc.

Mechanics: At character creation, characters start with Modernity = 7


Age. From time to time, characters lose a Dot of Modernity (see the chart).
Alternately, at character creation a characters starting Modernity may be
reduced. Treat this as an XPM 1 Flaw for purposes of regaining XP, where
each Dot reduces Modernity by 1. This counts towards the Flaw Cap.
XP Cost: 3 (New Dots + Age 7)
Availability: The Background may be purchased at or after character
creation. You may not reduce Modernity after character creation, except for
the decay outlined above.

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).

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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.

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For more details on Health generally, see World of Darkness, pp. 90
91. Please keep in mind that World of Darkness calculates Health differently
than we do.
There are no Merits or Flaws that directly affect Health. However, the
Merit Giant does indirectly increases Health by increasing Size. See Giant,
Appendix I: Merits & Flaws, p. Error: Reference source not found.

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.

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Spending Willpower
Your character may spend 1 point of Willpower to gain +2 to a
Resistance Test. That is, any Test where your characters Test Pool includes at
least one of the following: Stamina, Composure, Resolve, Defense, or
Centering. This does include tests to resist Frenzy. Willpower may only be
spent in this fashion once per Test.
Your character may also spend 1 point Willpower to gain +3 to a nonResistance Test. Willpower may only be spent in this fashion once per Test.
Storytellers may require your character to spend 1 or more points of
Willpower before performing an action that she knows will cause her
significant injury or pain.
Your character may spend as many Willpower points per Turn as she
wants to. The sample uses of Willpower listed above is not a complete list;
Willpower may be usable or even necessary in other situations, particularly
those involving supernatural powers.
Willpower may be increased with the Merit Increased Willpower and
decreased with the Flaw Decreased Willpower. See Appendix I: Merits &
Flaws, pp. Error: Reference source not found and Error: Reference source not
found, respectively.
Regaining points of Willpower
Your character may regain points of Willpower in three ways:
First, your character regains 2 points of Willpower per week, provided
that she can rest effectively.
Second, your character may regain up to two additional points of
Willpower per game by fulfilling her Nature or Vice. Specifically, she regain 1
point Willpower if your character fulfills her Vice, and 2 if she fulfills her
Nature. Each game, she may only regain a maximum total of 2 points of
Willpower from Nature and Virtue, combined. Thus, if your character has
already regained 1 points of Willpower by fulfilling her Vice at a game, later
fulfilling her Nature at the same game will only regain her a one additional
point (for a total of 2 points). For more details about Natures and Vices
generally, see pp. 143 and 143, respectively. For more details about fulfilling
your Nature or Vice, see World of Darkness, p. 100 (under Virtues and
Vices). Please keep in mind that we use Natures instead of Virtues.
Third, at the discretion of the Storytellers, your character may regain
one or more points of Willpower upon completion of a major goal. This occurs
rarely.
Normally, these are the only ways to regain points of Willpower in New
World of Masquerade, notwithstanding the bulleted examples in World of
Darkness, p. 96.
Gaining and losing Willpower Dots
Normally, your Willpower Dots only change when the underlying
Attributes, Merits, or Flaws do. However, it is possible under some
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circumstances to lose Dots of Willpower without also incurring a
corresponding reduction in one or more Attributes, Merits, or Flaws. Should
this occur, you may repurchase lost Dots of Willpower by paying New Dots
2 XP. This is the only situation in which you may purchase Dots of Willpower
directly.
World of Darkness
See World of Darkness, pp. 9596, for more details about Willpower.
You should ignore the section Spending Willpower Points. Although the
section Regaining Willpower Points is generally applicable, you should
ignore the four bulleted paragraphs discussing specific ways to regain
Willpower.

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Backgrounds

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.

Things that do not fit neatly in one of the categories


The categories set out below will not fit all situations. You do not need
to force complex situations under single labels that are not good fits; instead,
simply purchase Dots of one or more Backgrounds to represent the benefits
that your character receives due to those situations.
Most frequently, this comes up because either (1) a character owns a
business or (2) has a friend or associate who does not neatly fall under one
of the people power labels.
For example, if your character owned a small newspaper, that
newspaper might be represented by Resources 3 (the papers savings),
Employment 5 (your characters salary), Allies 2 (employees), as well as a
few Influence Backgrounds to represent the papers ability to influence local
news coverage, political affairs, etc.
Alternately, perhaps your one of your characters old teachers is now in
politics. That might be represented by a combination of Allies (to represent
his interest in helping your character) and Contacts (to represent the juicy
tidbits he passes onto her). Perhaps your character is good friends with her
boss. That relationship might be represented by Dots of both Allies and
Influence. Or perhaps your character has a close friend who is often out-oftown. That friend might be represented by both Allies and Contacts,
switching between the two based on whether he was in town at the time.

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Key Trait Concepts


Before reading this chapter, you should the section Key Trait
Concepts, p. 239.

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

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Backgrounds
may purchase additional Dots of Resources with money by spending the
difference in Cash-in Values between her current Dots and her desired Dots.
Montreal in Darkness
In Montreal in Darkness, by default characters money is in interestbearing accounts giving returns of roughly 2.5% annually, compounded
biweekly.

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.

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Backgrounds
Points
0
1
2
3
4
5
6

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.

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Haven Security
Haven Security represents how secure your characters Haven is. It
includes both physical security systems and hired security minions. See
Security, p. 269, for details.
Size

Haven Size represents how large your characters Haven is relative to


the area in which it is located. The table below lists Haven Size examples for
different regions.

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Backgrounds
0
1

2
3

City Center
Broom Closet or
smaller.

Near Suburbs
Think dorm room.

Very small, very


cramped apartment
just large enough for a
bed. Probably has a
shared bathroom.
Think dorm room.
Studio apartment or
small 1 bedroom
apartment.
Large apartment. A
couple of bedrooms.
Might even have more
than one bath.
Townhouse.

Studio apartment or
small 1 bedroom
apartment.

Penthouse. Youve got


the top floor or two of
a high-rise all to
yourself.

Small house or large


apartment. Maybe half
of a duplex.
Small house. 3 or 4
bedrooms, maybe a
moderate-sized
entertaining area.
Large house, maybe a
bit under an acre of
land. 4-6 bedrooms or
so. Two or three rooms
dedicated solely to
entertaining guests
Very large house on
several acres of land.

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.

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Multiple Havens and other buildings
Your character may have multiple Havens. These rules are also used
for any other physical facilities that characters acquire. If you are interested
in obtaining, say, a highly-secure bunker somewhere, you should contact the
Storytellers to discuss what Traits it should have.

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.

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Herds can take many forms. For some vampires, a Herd is a group of
mortal groupies or would-be lovers who the vampire has carefully groomed
over time to be easy targets. After all, the effects of the Kiss muddle the
mortals minds enough that they wont remember clearly what happened (for
details about the Kiss, see p. 325). Some vampires take things even further,
and collect groups of blood fetishists who tolerate or even actively enjoy
having their blood taken.
Of course, some vampires take less flashy routes. For example, Herd
might represent an arrangement with the local Red Cross for the odd pint to
be lost in your favor.
Your character may spend 1 Dot of Herd to gain 2 Blood Traits. Spent
Dots refesh at the end of each Game Cycle. The amount gained per Dot
spent is modified as follows:
-1
-1
+1
+2

Your character has the Flaw Feeding Restriction: -1 (see


Appendix I: Merits & Flaws, p. Error: Reference source not
found).
The donors know that your character is taking their blood.
The blood is unprocessed blood, diverted from a blood bank.
The Blood is plasma diverted from a blood bank.

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.

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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
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whether they will create your Retainers character sheets or whether they
would prefer that you do so.
If 140 XP is not enough to create the type of Retainer you want for
your character, your character may spend 1 XP to give one of her Retainers
3 XP.
Kindred characters may transform a Retainer into a Ghoul. Creating a
ghoul costs 1 XP. Once created, Ghouls require 1 Vitae every two weeks for
sustenance. For more details about Ghouls, see Ghouls, p. 337.
When your character first purchases a Retainer, you should inform the
Storytellers how your character acquired that Retainer, and also give the
Storytellers a rough summary of what the Retainer is like. Alternately, you
may simply describe to the Storytellers what sort of Retainer your character
is looking for, and let the Storytellers fill in the details. Ultimately, what is
important is that both you and the Storytellers recognize that a Retainer
should have some spark of life of his own.
A Ghoul Retainer must first be created as a mundane human. Only
after spending the starting 140 XP may he be transformed into a ghoul. Thus,
for example, a 3-XP Ghoul Retainer could not have any Traits that a mundane
human could not have. If you want a Retainer to have any of the special
Traits available to Ghouls but not available to mundane humans, your
character must transfer XP to the Retainer so that the Retainer may
purchase those Traits.
If your characters Retainer dies or abandons her, your character is not
refunded any of the XP she spent on that Retainer.
Backgrounds, Scrounge, and other potentially abusive Traits
Some Backgrounds and Abilities provide your character with the same
benefits regardless of whether they are possessed by your character or your
characters Retainer. These include most (if not all) Backgrounds, as well as
the Abilities Politics and Scrounge. Although your characters Retainer may
purchase these Backgrounds, the XP price he must pay for them is
determined as if your character had purchased them herself.
Creating character sheets for Retainers
As stated above, Retainers follow the usual character creation rules,
with a few exceptions. First, Retainers only start with 140 XP (note that
Attributes do start at 2).. Second, Retainers must spend at least 15 XP on
Traits that develop their characters. As a rule of thumb, if a Trait provides a
useful benefit to your character, its cost cannot count toward this
requirement. Examples of appropriate character-development traits include
Crafts, unusual Expert Abilities, Performance, and uncommon Languages.
Third, Retainers are not subject to the usual minimum spending rules
regarding Attributes and Abilities. Fourth and finally, starting Retainers must
be mundane humans or animals.

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As stated above, when creating a character sheet for a Ghoul Retainer,
you must first create the Retainer as a mundane human using all of its
starting XP. Similarly, note that some Merits and Flaws have different XP
values for Ghouls than they do for mundane humans. When spending a
Retainers initial 140 XP, you must use the mundane human values.
For example, a 3-XP Ghoul Retainer could not have any Dots of
Disciplines, could not have any Merits or Flaws that are only available to
ghouls, could not have 6 Dots in any Attribute, and could not get the benefit
of reduced XP prices for those Merits that are cheaper for Ghouls than they
are for mundane humans.
Retainers character sheets are, of course, subject to Storyteller
approval.
Duplicating Influences
A character and her Retainers may collectively have at most one copy
of each Influence. That is, the same Influence may not appear on the
character sheets of more than one of a character and her Retainers. This rule
has not formally been adopted by Montreal in Darkness.
Supernatural Retainers
As stated above, Kindred characters may have Ghoul Retainers (see p.
335 for rules on Ghouls). At Storyteller discretion, your characters Retainer
may be a different type of supernatural creature, such as a Spirit or a Wraith.

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.

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What do Allies do?
Allies generally fall somewhere between Influences and Retainers.
Generally, Allies fall into two categories. First, Allies might represent a single
character who does favors for your character from time to time. In that
situation, the details will vary based on the nature and capabilities of that
specific Ally. Alternately, Allies might represent a group of individuals who
are not individually powerful. Most frequently, this would be a small street
gang or group of friends.
Purchasing Allies
Allies has an XP Multiplier of 2.
Categories: When your character purchases her first Dot of this
Background, you should define what character or character(s) it represents.
Your character may purchase this Background multiple times, so long as she
specifies a different Category each time.

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.

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Kindred Contacts
For Kindred characters, Contacts is often used to represent groups of
Kindred your character knows who live out of town. These Kindred Contacts
might be used to trade boons, get information, obtain rare or usual items, or
find teachers for rare or unusual Abilities or Disciplines.
Kindred Contacts is frequently focused on a particular region or city.
Thus, for example, your character might purchase Contacts to represent ties
to her clanmates in the area. You should talk to the Storytellers about what
region is applicable to your game.
A few Categories of Kindred Contacts deserve special mention. The
first is Contacts: Harpies. Although Contact: Harpies is extremely useful, it is
only available for characters that are currently or have in the past been a
Harpy or Minor Harpy. Contacts: Harpies is particularly useful for acquiring
boons owed by your political rivals. This makes it much more difficult for
those rivals to work against you. Similarly, since Harpies make it their
business to know as much as possible about the Kindred in their cities,
Contacts: Haries is quite good at finding teachers. For more information
about Boons, see p. 55. For more information about Harpies (and other
Camarilla officer positions), see Vampire: the Masquerade, p. 38.
The second noteworthy type of Kindred Contacts is Contacts: Camarilla
Security. This represents ties to those Kindred in the region who are
particularly concerned with matters of Camarilla security. They tend to be
Princes, Sheriffs, Seneschals, Archons, Dux Bellorum, Primogen, and the
occasional other Kindred particularly well-integrated into the Camarillas
security apparatus. While Contacts: Camarilla Security lacks the universal
utility of Contacts: Harpies, it is still extremely useful. It is particularly on
matters like acquiring information about local Sabbat members or obtaining
particularly potent weapons and equipment. In particular, these Contacts are
particularly likely to share relevant security information without demanding
payment. Instead, they simply ask that your character return the favor in the
future. For more information about Camarilla officer positions, see Vampire:
the Masquerade, p. 38.
Paying the Price: Most Kindred Contacts expect to be paid in boons
for their work (see Boons, p. 55). However, some Kindred either do not use
the Camarilla boon system, either by choice or because they are not
Camarilla members themselves. This does not mean that your character
cannot take them as Contacts. Instead, she simply trade unregistered favors
with them. While breaking promises to such Kindred does not carry the same
consequences as breaking a boon, the outcome is still often quite
unpleasant. For more specific pricing information, see Goal Level, below.
Optional, more rigorous rules: Montreal in Darkness has discussed
introducing greater formalism to the system of Kindred Contacts. However,
at time of writing those rules are still in development. Details may be found
on the rules forums of Montreal in Darkness, which are located at
www.darkmontreal.com/forums.
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Examples: Contacts: Camarilla Security, Contacts: Harpies, Contacts:
<by city>, Contacts: <clan, by region>, Contacts: <sect, by region>.

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
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something that would normally be covered by an Ability, as a rule of thumb,
Storytellers will set Goal Levels one level lower than would be necessary to
research the Ability that would simply give the answer.
Sustained Actions
One way your character can accomplish Contacts Actions with Goal
Levels higher than her Action Level is to simply spend more time on the
problem, using the basic rule that jumping up a level doubles the required
effort. If your characters Contacts Action is one level short of the Goal Level,
she can still perform the actionit just takes twice as long (IE, two Contacts
Actions total). Similarly, if she is two levels short, it takes four times as long,
three levels short takes eight times as long, etc. This is called a Sustained
Action.
For example, if your character had Contacts: Harpies and wanted to
perform a Contacts Action with a Goal Level of 4, she could still perform the
action; it would just take two Game Cycles to complete instead of one.
Sustained Actions do not have to be performed in consecutive cycles.
However, if you skip more than once cycle, the action starts to degrade.
Combined Actions
Alternately, if your character wants to boost her Action Level but cant
afford to wait to finish a Sustained Action, she can look for outside help from
another Contacts Background. This is called a Combined Action.
Of course, this only works if the other Contacts is in a category that
makes sense. Thus, Contacts: Harpies might be able to help out Contacts:
Camarilla Security if your character was trying to check the references of a
Kindred who recently arrived in the city. However, Contacts: Harpes would
not be able to help you use Contacts: Camarilla Security to get updated
intelligence information about the Sabbat.
Combined Actions work basically the same way as Sustained Actions,
with the rule of thumb being that jumping up a level requires twice the effort.
In essence, every two actions of the same level become a single action, one
level higher.
Combined Actions may be sustained, in which case all the contributing
actions basically go into a big pot, with every two actions of the same Action
Level becoming a single action whose Level is one higher.
But what about when it is easy?
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 Contacts: Harpies , she

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could choose to do a single 3rd level Contacts Action, or she could do two 2nd
Level Contacts Actions.
Keeping track of it all
Unfortunately, your character can only track so many things at once.
During each Game Cycle, each Contacts may perform at most 1 action per
Dot. Continuing the above example, if your character had Contacts: Harpies
, during any single Game Cycle, she could use that Background to perform
at most 3 Contacts Actions. Thus, for example, she could perform single 3rd
Level action, or two 2nd Level actions, or 2 1st Level actions and 1 2nd Level
action. But However, she could not perform 4 1st Level actions. Why?
Because she only has 3 Dots of Contacts: Harpies.
Paying the Price
Generally speaking, the price a teacher charges depends on the Goal
Level necessary to obtain their services (see chart below). These prices
assume that you will travel to the teachers location. If your character wants
the teacher to come to her, it will likely cost a Major Boon (assuming she
wants the teacher to come immediately; if your character is willing to wait a
couple months for the teacher to find a convenient break in his schedule, the
price would likely be lower).
As a general matter, for every level by which your characters Action
Level exceeds the Goal Level, cost is decreased by one step. Thus, for
example, if your character used a 4th-Level action to learn something with a
Goal Level of 3, she would only have to pay 2 Trivial Boons.
Goal
Level
1
2
3
4
5
6

Cost
(boons)
1 Trivial
Boon
2 Trivial
Boons
1 Minor Boon
2 Minor
Boons
1 Major Boon
Etc.

For reference, the Rarities of Disciplines are listed below. Rarities of


Abilities are listed with their respective Abilities write-ups in Chapter 4:
Abilities, p. 65.
Discipline
Animalism, Auspex, Celerity,
Dominate, Fortitude,

Rarity
0

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Obfuscate, Potence, Prsence
Dementation
Protean
Necromancy, Obtenebration,
Thaumaturgy, Vicissitude

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
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may suffice to use the same general system for Influences as is used for
Contacts, either using regionally-based Influence Centers or dropping them
entirely.
For games that are larger or where player characters routinely work
against one another, a more robust will likely be needed. Such a system is
outlined in Chapter 10: Downtime Actions, p. 420, and explained in greater
detail in Appendix III: Technical Influence Manual. Appendix II: Additional
Influence Examples contains many examples of things characters can do
with Influence.
Purchasing Influence
The XP Multiplier for Influence varies based on its Category and Center.
Generally, more potent Influences have higher XP Multipliers.
When your character purchases her first Dot of an Influence, you
should talk to the Storytellers to determine not only which Category and
Center that Influence will have, but also to determine roughly how your
character manages her Influence. For example, some characters cultivate
Influence based on friendship. Others do so based on mutual interest. Still
others use blackmail.

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
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general rule, it is very difficult to gain Status in a vampiric Clan or Sect
during the course of play. Status in a city will be easier to obtain, as will
Status in mortal organizations.
XP
Multiplier
2
4
6

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.

Frequently Asked Questions


What is the difference between Retainers and Allies?
Generally speaking, Allies are more powerful than Retainers, on an XPfor-XP basis. However, this is balanced by the fact that Allies are not as
readily available as Retainers. Allies are also more likely than Retainers to
flip out if you treat them poorly.
What is the difference between Allies and Influence?
In short, Allies are more personalized to your character, your use of
them may be more free-form, and they are more flexible. However, Allies
have a more limited reach. By comparison, Influences are more abstract, less
personalized, and Influence Actions are at times inflexible. However,
Influences can have a much greater impact on the game world than can
Allies.
As compared to Allies, Influence represents a larger number of
characters, each of whom individually feels less loyalty to your character. To
the extent they work for your character, it is a more professional
relationship. While your character likely knows personally most of the
characters making up her Allies, her Influence undoubtedly includes a
number of non-player characters who she does not know personally. Thus,
for example, if your character had Allies: Street Gang, she would likely know
many of the gangs members. However, if she had Influence representing
that same street gang, she knows only a few, particularly influential
members of the gang.
Another way to think about this is in terms of real-life examples.
Professional networking is all about building networks of Influence.
Someone you met at a networking event probably does not actually care
much about you. However, he might still be willing to help you, in the

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expectation that you would later return the favor as a professional courtesy.
By contrast, your friends who help you move into a new apartment are Allies.
As should be clear form these examples, Influence is also likely to be
useful in a much narrower area than is Allies. For example, if your character
had Influence in a street gang, she might be able to obtain contraband, have
a hit taken out on someone, etc. However, she likely would not call on the
gang to help her move. After all, while she might be able to get the gang to
do what she wants some of the time, that doesnt mean she actually trusts
them. By comparison, if she had Allies in a street gang, she might well ask
one or two of them to help her move. However those Allies might be less
willing to help her obtain contraband, or at least might ask more questions.
These differences are somewhat artificial, and in smaller games, it may
be easier to simply drop Influence entirely and only use Allies. However, in
large games or games where player characters routinely work at cross
purposes, it can be very useful to have a separate, more abstract and more
tightly-constrained system for Influence. Tighter rules allow Storytellers to
fairly and consistently manage so-called Influence wars between player
characters, and greater abstraction allows Storytellers to more easily
manage large numbers of Influence Actions.
What is the difference between Allies and Contacts?
Contacts can be thought of as a more specialized form of Allies. Like
Allies, Contacts focuses on specific characters or groups of characters who
your character knows or has come into contact with. However, while Allies
are generally willing to do anything they can to help your character (within
reason, of course), Contacts absolutely refuse to get their own hands dirty.
Instead, they specialize in introductions, information, and the like. However,
that means that within those areas of expertise, they are very goodmuch
better than would be equivalent Dots of Allies.
In addition, Contacts is often a useful way to represent non-player
characters who live outside of the area your game is set in. These could even
be former Allies whose ability to help your character is now limited by
distance.
Finally, associates of your character who work with her professionally
are more likely to be Contacts (or Influence) than Allies. This is not limited to
business environments; any relationship that could be summed up as
nothing personal, just business is usually better represented by Contacts
than Allies.
What is the difference between Contacts and Influence?
First, Influence represents pull within a specific area of mortal society.
By comparison, Contacts is not limited to mortal society. Indeed, most
Kindred characters have few if any mortal Contacts, preferring instead to
work through Contacts who are Kindred.

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Second, unlike Influence, which is capable of accomplishing a wide
variety of tasks, Contacts is more limited. Contacts can only directly assist in
matters that are strictly hands-off. For more hands-on projects, the most
Contacts can do is give your character an introduction to someone else.
Third, your characters Influence is almost always locally-based, and if
your Influence is located elsewhere, its effectiveness is often significantly
reduced. By comparison, Contacts located in other cities are no less effective
than those locally-based. As a result, Contacts are often located in other
cities, particularly for Kindred.
Kindred Contacts deserve a special note here. Frequently, Kindred
Contacts end up being no less abstract than Influence. At times, Kindred
Contacts are essentially just Influences that happen to be based in Kindred
society. However, those are still represented as Contacts instead of Influence,
because it lets us use simpler rules.
Why do you even have separate Backgrounds for Allies and Contacts and
Influence?
As alluded to above, it may not be necessary to have these as
separate Backgrounds in a small game where the Storytellers can work
closely with each player and where the player characters rarely work against
each other. However, in games that have more players or where players
characters routinely work at cross-purposes, it is helpful to have more formal
systems of rules. Running Influence separately using more abstract rules
allows the Storytellers to more easily handle large numbers of potentially
conflicting schemes involving mortal society. This is particularly important in
games with multiple Storytellers, because absent formal rules it would be
very difficult to insure that all Storytellers ran things consistently. Similarly,
separating out Contacts allows the Storytellers to pull out similar schemes
not captured by Influence. This leaves Allies for smaller-scale, more
personalized matters.
Why are the Influence rules so complicated?
In short, Influence rules are complex for the same reason that combat
rules are complex. Both are exceptionally useful tools to accomplish your
characters goals and can be used to significantly set back the plans of other
players characters. More critically, both can be used to kill or seriously injure
other players characters.
That said, there are a number of ways to reduce the complexity of the
Influence rules. We would just recommend that if you do so, you
proportionately reduce the degree to which Influence can be used against
other players characters.

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Chapter 6
Supernatural
Powers
Using Supernatural Powers
Costs

Many supernatural powers have a cost. Some require your character to


spend Vitae Points. Others require expenditures of Willpower Points.
Test Pools
Test Pools for supernatural powers look a bit different than do Test
Pools for most other Tests. Generally speaking, the form for these Test Pools
is Attribute + Ability + power. That is, when building a Test Pool to use a
supernatural power, you include all of the Dots your character has in that
supernatural power.
Test Pools for supernatural powers are set in stone. If you think that a
different pool would be more appropriate than the pool listed in the powers
description, you may appeal to the Storytellers. However, all such appeals
must be made in advance. You may not petition to use a different pool onthe-spot. Furthermore, we advise Storytellers to be extremely cautious when
allowing players to use non-standard Test Pools for supernatural powers. It is
easy to accidentally make a particular Attribute or Ability over-powered by
making it apply to the Test Pools of too many powers.
Resistance
Of those supernatural powers that may be resisted, most are resisted
with using a resistance Attribute (Stamina, Composure, or Resolve), the Merit
Centering, and a Discipline Resistance Merit. There are exceptions, but they
are few and far between. Most notably, Gift Resistance Pools include
Morality.

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Details about the Merits Centering and Discipline Resistance may be
found in Appendix I: Merits & Flaws, pp. Error: Reference source not found
and Error: Reference source not found, respectively. Note that there are also
Discipline Vulnerability Flaws that reduce characters resistances to
Disciplines.
However, despite the names Discipline Resistance and Discipline
Vulnerability, the effect of these Merits and Flaws are not limited to Kindred
Disciplines. If your character encounters a supernatural power that is not a
Discipline, apply whichever of her Discipline Resistance or Discipline
Vulnerability Traits are most appropriate.
Further note that there are only five Discipline Resistance Merits and
only five Discipline Vulnerability Flaws. That is, characters will never
encounter a supernatural power that is not covered by one of the Discipline
Resistance Merits. We strongly advise that if Storytellers introduce powers
that are not covered by one of these Merits, the Storytellers also create a
new corresponding Discipline Resistance Merit and allow players to purchase
Dots of it.
Balance of offense and defense
Note that for most Disciplines, both the aggressors pool and the
targets pool have the same range. That is, both typically range between 1
and 15. This is intentional
Effects
Many but not all Disciplines have effects that scale with the number of
Successes achieved when using that Discipline. Pay attention to how these
effects scale.
Modifiers & mirrors
When using a power that requires line-of-sight, you take a cumulative
-2 penalty for each mirror or other reflective surface used to establish line-ofsight.
Montreal in Darkness
Montreal in Darkness uses a character sheet generator which
automatically generates base Test Pools for using and resisting Disciplines. If
you cant find them, ask a Storyteller to show you where they are.

Disciplines
Disciplines are, in a nutshell, vampire superpowers.

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For most Disciplines, each Dot of that Discipline that your character
purchases grants a new capability. There are, of course, exceptions to this.
For example, some Disciplines give flat bonuses to certain tests based on
how many Dots your character has in that Discipline. In other cases, once
your character gains 4 or 5 Dots of a Discipline, she will stop using one or
more of that Disciplines lower-level capabilities, because the higher-level
ones are simply better in all circumstances.
Your character may not access Discipline powers associated with Dots
of a Discipline that she does not have. Thus, for example, if your character
had three Dots of a Discipline, she could use the powers associated with the
first, second, and third Dot of that Discipline. However, she could not use
powers associated with the fourth or fifth Dots of that Discipline.
General matters
If you have not already done so, you should read Using Supernatural
Powers, p 173.

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
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character who may learn that Discipline as an In-Clan Discipline. Note that
the character whose Vitae is consumed need not actually know the Discipline
himself; he merely needs to be able to learn it without a teacher. Similarly, if
that character cannot learn the Discipline without a teacher, his blood will
not suffice, regardless of his Clan. Thus, for example, if your character
wanted to learn Dementation, she would have to drink the Vitae of a
character whose In-Clan Discipline set included Dementation. It would not be
enough to drink from a Malkavian who had Dominate instead of
Demenatation.
This attunement only needs be done once. That is, once your character
has drunk at least 1 point of Vitae from a character who can learn the
desired Clan-Specific Discipline, your character does not have to drink again,
no matter how many Dots of the Discipline she wants to learn. Also, the Vitae
does not have to come from the teacher.

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Clan-Specific Discipline
Dementation
Necromancy
Obtenebration
Protean
Serpentis
Thaumaturty
Vicissitude

Clan
Malkavians
Giovanni
Lasombra
Gangrel
Followers of Set
Tremere
Tzimisce

Important Note for veterans of Vampire: the Masquerade and


Vampire: the Requiem
Although our Discipline rules will appear familiar to you, you should
nevertheless review them carefully. Weve made numerous, significant
changes, including swapping which powers are available at which Dots and
in some cases replacing old powers with new ones of our own creation.
Particularly significant changes have been made to Dominate and Presence.
In addition, there have been numerous smaller changes.

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.

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General modifiers
These modifiers apply to all uses of Animalism.
Modifiers based on type of creature
Target is a predatory mammal (ex: wolf, cat, or insectivorous bat)
Target is a non-predatory mammal, a predatory bird, or a large
reptile (ex: rat, owl, or alligator)
Target is a predatory bird or small reptile (ex: pigeon or snake)
Target is an insect or fish

+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.

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System
These instructions must be given via Feral Whispers. Animals will obey
instructions to the best of their ability. However, animals will interpret
instructions in light of their nature and experiences. Thus, their actions may
be different than was intended.
If an animal is simultaneously under the effects of multiple Obedience
commands, it will follow all of them if it can. If two or more commands
conflict, it will follow whichever command had more Successes.
Action: Complex, Contested.
Cost: .
Target: A single animal.
Range: Eye contact.
Duration: The compulsion lasts until the next sunrise.
Test Pool: (Charisma + Animal Ken + Animal Ken) versus targets
(Composure + Centering + Discipline Resistance: Emotionally Stable).
Modifiers
1 to 3 Obeying the order would endanger the animal.
1 to 3 The order goes against the animals nature/ capabilities.
varies General Animalism modifiers apply.
Critical Failure: Target animal is immune to your characters Animalism
until the next sunrise.

Call of the Wild


Description is as per Beckoning, Vampire: the Masquerade, p. 147.
System
Action: Complex.
Cost: .
Target: A species of animal. Call of the Wild does not work on supernatural
creatures.
Range: Animals that can hear the call. At most, the call reaches 100 yards
per Success.
Duration: Animals that respond to the call remain for 1 scene/ 10 minutes.
Test Pool: Charisma + Animal Ken + Animalism.
Modifiers:
varies Environmental modifiers related to sound apply.
varies General Animalism modifiers apply.
Effect: All animals within the affected area respond to the call and come to
your characters location. For each Success, +1 to Tests to use Animalism
targeted at a called animal.
Critical Failure: Called animals attack your character upon arrival.
Montreal in Darkness: Using this power requires the presence of a
Storyteller.

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Subsume the Spirit


Description is as per Vampire: the Masquerade, p. 148.
System
Check with the Storytellers to see which of your Disciplines may be
used using this power. Characters with Occult: Discipline Theory may
theorize which Disciplines might be usable. For more details on the
mechanics of possessing other creatures, see Possession, p. 291.
Action: Complex, Contested.
Cost: 1 Vitae point.
Target: A single animal.
Range: Eye contact.
Duration: Indefinite, as per Vampire: the Requiem, p. 117.
Test Pool: (Manipulation + Animal Ken + Animalism) versus targets
(Composure + Centering + Discipline Resistance: Emotionally Stable).
Modifiers:
+1
You can assume animals form using Protean.
1
Target is a ghoul (and not Blood Bound to you).
varies General Animalism modifiers apply.
Effects: While using this power, for every Success, you have access to 1
eligible Discipline.

Leashing the Beast


At this level of mastery, a vampire can exert control over not just the
lesser beasts, but even the beast within herselfor the beast within other
Kindred. In so doing, she completely revolutionizes her relationship with her
beast. Instead of having to humor it, she can dominate it. Instead of being
victim to its impulses, she can trigger it at willor stop it in its tracks. This
mastery extends to the beasts of others as well.
These talents make masters of Animalism greatly sought after by those
involved in the never-ending war between the Camarilla and the Sabbat.
Leash the Beast allows a Kindred to radically affect the outcome of any
battle, by forcing her enemies to flee in terror or attack recklessly, or by
protecting her allies from the same. Savvy Kindred look with great suspicion
at animals strangely loitering near a potential battlefield, due to Animalismusers ability to possession innocuous-seeming animal hosts.
Leash the Beast is useful not only on the field of battle; it is also of
great use in the halls of power. Many hotheaded Gangrel rely on it to keep
their cool in the face of relentless taunts from Ventrue or Toreador. And, of
course, skilled Animalism users rarely tire off encouraging their political
rivals to enter embarrassing public frenzies.

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System
Your character may use this power to force herself or another Kindred
into Anger Frenzy, Fear frenzy, or Hunger Frenzy (your characters choice).
She may also use this power to force herself or another Kindred out of Frenzy.
Your character may use this power on herself even if she is already in Frenzy.
Using this power requires no special words or gestures.
Action: Complex, Contested.
Cost: 1 Vitae point.
Target: Self, or another Kindred. This power only works on Kindred.
Range: Line-of-sight (when targeting another Kindred).
Duration: .
Test Pool: (Manipulation + Intimidate + Animalism) versus targets
(Composure + Centering + Discipline Resistance: Emotionally Stable).
Modifiers:
+1 to +3 Target Blood Bound to Animalism user.
Effect: The target enters or leaves Frenzy (users choice). Note that when
this power is used on another Kindred, that Kindred does not get a Control or
Self-Control test to resist Frenzy; she simply Frenzies.
Note: In Saving Montreal, this power does not affect Presence : Dread
Gaze. In Montreal in Darkness, it currently does affect Dread Gaze.
Critical Failure: The outcome depends on what effect your character
intended, and who was targeted with the power.
Target of power
Self
Another Kindred
Intend Caus Induce the wrong
Target unaffected; You Frenzy (ST
ed
e
Frenzy
picks type)
effect Frenz
y
Resis You Frenzy
You both Frenzy!
t
Frenz
y

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

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consciousness onto the Astral plane, flying freely through it as though Spirits
themselves.
Still, these heightened senses of perception are not without price. Few
trust those skilled in these arts, rightly fearing that their secrets may not be
safe. Furthermore, staring into the depths of others minds and souls
changes a person. There are some things that were not meant to be seen,
things that were not meant to be known. And tales are told of those who
have wandered deep into the Astral and come back . . . changed. Or not at
all.
System
Your character may not use this Discipline while in Frenzy. Auspex is
not a Physical Discipline.

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

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than she has Dots of Stamina, she suffers from overload. Overload lasts for a
scene/ 10 minutes.
Examples (visual): Flash bulbs; muzzle flashes; klieg lights.
Example (aural): unsilenced gunshots; airhorn; car backfire;
explosion; firecracker.
Example (touch): hit by any attack (even if damage is tested down to
nothing); sharp poke.
Example (smell): open sewer; rank gym bag.
Example (taste): spicy foods; rich foods.
Note that Montreal in Darkness has not adopted these overload rules. For
details on the changes, see
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=215.
Piercing Obfuscate
One of the greatest benefits of Auspex is its ability to penetrate
supernatural arts of concealment. Particularly Obfuscate. Of course, one of
the first things Obfuscate-users try to determine when entering a new city is
who, exactly, might be able to see through their deceptions so as to avoid
them. Thus, even if your character does notice an obfuscated figure, she
should always ask herself whether it is wise to admit having noticed. Of
course, there is always the possibility that if she lets the Obfuscate-user
think they have not been noticed, they will go and do something she can
blackmail them with later.
Action: Complex, Contested.
Cost: .
Target: Anything that your character may perceive with any sense.
Range: The ability to pierce Obfuscate most emphatically is not limited to
sight. Thus, an Obfuscated character cannot evade notice simply be making
sure he stays out of an Auspex users direct line-of-sight.
Duration: See below.
Test Pool: (Wits + Investigation + Auspex) versus targets Concealment
Score. The Auspex-user wins ties.
Effect: If your character pierces a characters use of Obfuscate (or another
supernatural power of concealment), she will continue to be able to see
through the deception for a scene/ 10 minutes or until she can no longer
perceive the hidden character, whichever is longer.
Critical Failure: Cannot use Auspex for 10 minutes/ 1 scene.

The Spirits Touch


Note that these rules expand upon those in Montreal in Darkness. For a
full explanation of the changes, see
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=238.
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Your characters senses extend beyond those available to ordinary
mortals. By concentrating, she can read lingering psychic impressions left on
an objector even a living being (or an undead one). All that is required is
that she make and maintain physical contact with her subject for a few brief
seconds while in a light trance. These impressions rush to the Auspex-user in
a sudden torrent, although for Auspex-user, they may seem to drag on for
minutes, hours, or even longer. The experience can be disorienting, to say
the least. Although the Auspex-user usually intuitively knows the meaning of
the strange flashes of insight provided by these readings, they are often
difficult to explain to others.
Digging Deeper
Sometimes, the first impression to surface is not the one that the
Auspex-user is interested in. In these situations, the Auspex-user may dig
deeper. This process requires considerably more time and concentration than
a surface reading, but can provide valuable results.
Doing a deep reading is like peeling an onion. The Auspex-user must
slowly dig through the impressions left on an object or person. She may
examine each in as much detail as she likes. However, before she may read
a deeper impression, she must first suppress the current one, and the deeper
she goes, the more difficult this becomes.
This process is not without risk. If the impressions received by the
Auspex-user are extreme or disturbing, she will have to test to resist Frenzy
or Degeneration (as appropriate), although she receives three automatic
Successes on such Frenzy Resistance test and the difficulties of such
Degeneration Tests are reduced by 3.
Reading objects
When reading an object, an Auspex-user will first recover the strongest
emotional impression associated with it. For example, a stuffed bear might
reflect the heartbreak of a teen who cradled it after a breakup, a wedding
bouquet the joy of the bride, or a jewelers box the excitement of a man
about to propose. Acts of passion or violence leave particularly strong
emotions. Thus, a nightstand might carry the residue of a passionate tryst
carried on in the adjacent bed, or a rag might carry the residue of hate
stemming from its use to clean a murder weapon.
If there has been no overwhelming emotion associated with an object
for the past several years, the object might instead reveal flashes of insight
regarding its long-term owner or handler. For example, a desk might carry
the intense concentration of a student, or a rosary the faith of its owner.
Objects with no associated strong emotions and no long-term handler
will instead simply reveal flashes of insight regarding whoever has handled
the object most recently.

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Reading Creatures
Reading a creature again requires a simple contact. However, actual
skin contact is necessary; merely touching the targets clothes is not enough.
The target does not necessarily know that the Auspex-user is taking a
reading. However, as a practical matter it is usually impossible for an
Auspex-user to take an extended reading without the subject realizing that
something strange is happening, if for no other reason than the fact that
taking an extended reading requires intense, prolonged concentration.
Reading a creature usually simply reveals the last emotionallysignificant event happen to that creature. However, the Auspex-user may
instead focus in on a specific timeframe.
Action Details
Action: Extended (1 Turn per test). If targeting a creature, Contested.
Cost: .
Target: Item or creatures.
Range: Touch
Duration: The impressions rush to the Auspex-user in a single moment.
Test Pool: Wits + Occult: Divination + Auspex. If targeting a creature,
versus targets (Resolve + Centering + Discipline Resistance: Closed Mind).
Modifiers:
+ 1 to +3 Target Blood Bound to Auspex user.
+1
Has successfully read the target before (items only).
+/
Emotion is recent and intense.
- 0
-1
Emotion recent but mild, or old and intense (dusty family
heirloom in an attic chest).
-2
Emotion shallow or long-forgotten (a leisure suit found at a
secondhand clothing store).
-3
Emotion is disconnected or spiritually muted (a set of keys
found several weeks ago).
-3
Each impression being suppressed.
1
Each 24 hours that has passed (when focusing on a specific
timeframe) (creatures only).
+1 to +3 Target Blood Bound to Auspex user (creatures only).
varies Environmental modifiers apply.
Effects: Vary by Successes (see below). Everything is witnessed from the
subjects perspective.
1 Success Strongest emotion associated with the relevant incident or
period.
2
A jumble of still images and sounds with associated emotions.
3
A well-ordered but incomplete set of scene excerpts missing
fragments of sensory or emotional data.
4
Excerpts of relevant scenes, with full sensory input and all
emotional subtexts.
+
5
Each additional success extends the time periods shown.

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Critical Failure: Grab-bag of believable but false results.

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.

Alternately, if your character has noticed that her target is of an unknown


creature type or is using a supernatural power, she may spend a Success
to cumulatively gain a +1 modifier on a subsequent Occult test to identify
what shes seen. See Using Occult to identify supernatural creatures and
powers, p. 123.
Note: While using this power, incur a 2 modifier to all other non-resistance
Tests.

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Critical Failure: Target may answer however they wish.
Checking for non-corporeal entities
Action: Complex.
Cost: .
Target: Auspex-users immediate surroundings.
Range: As per whichever sense the Auspex-user uses to perceive auras.
Duration: As long as the Auspex-user concentrates, she continues to know
the location of all auras in the area. Maximum duration of Scene/ 10 minutes.
Test Pool: Intelligence + Occult: Divination + Auspex.
Modifiers:
1
Each corporeal entity in the room, excluding the Auspex user.
Effects: For each Success, the observer notices one non-corporeal entity in
the area, starting with the ones closest to her.

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

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make a separate Test for each question. Each time the telepath probes
deeper, the target may make a Test using Intelligence + Composure
(telepaths Successes 2) to notice the intrusion.
Effect (supernatural creatures): The minds of supernatural creatures are
more resilient than those of mortal creatures. Even if a telepath does
manage to make contact, the telepath is limited to a single question before
she is kicked out.
Effect (consenting supernatural creatures): If a supernatural creature
consents to the telepaths mental intrusion, the telepath may make contact
and probe for information as if the target were mortal. However, the target is
aware of all of the intruders questions.
Critical Failure: User suffers targets currently active Derangements until
the next sunrise.

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.

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The ability of Celerity-users to interact with the world around them is
governed by the number of regular steps they take. That is, for purposes of
determining their movement penalties and the like, ignore the bonus steps
given by Celerity. To avoid any doubt, their ability to breathe, hear, and be
heard is governed by their regular steps, not their bonus steps. Similarly, if a
character with Celerity impacts another object (such as a car), ignore their
bonus steps when determining damage suffered or inflicted. However, if
another character wishes to target a Kindred using Celerity, that other
characters attempt is affected by the target Celerity-users total movement,
including bonus steps. Thus, while Celerity-users are not bothered by their
rapidity, and they can freely run into things without worrying about instant
fatalities, those wishing to bother them find their task made much more
difficult.
Unsurprisingly, this combination of effects sends scientifically-minded
Kindred into fits. As best they can tell, when a character uses Celerity, it
accelerates her movement, suspends momentum in an area immediately
surrounding her, and improves her cognitive functions such that she can
process sensory input at her increased speed without giving any sort of
cognitive boost for any other purpose. Why the power has those precise
effects is unknown, and most who have studied the problem have either
given up or gone mad.
System
This Discipline does not have separate powers at each Dot, nor does it
require a Test to use. Instead, it provides a bonus that scales with the
number of Dots your character has.
Activating Celerity requires conscious thought; your character may not
activate it in response to a threat she is unaware of. Thus, if your character is
surprised, she may not activate Celerity until her first action (see Surprise,
p. 391).
Your character may activate this Discipline while in Frenzy. Celerity is a
Physical Discipline.
Action: Reflexive (no test; requires conscious thought).
Cost: 1 Vitae point.
Target: Self.
Range: Self.
Duration: 1 Turn.
Test: No test is required to use this power.
Effects:
Whenever your character takes a regular step, she may take up to
Celerity bonus steps.
Dots to others attacks against you. This includes Close Combat,
Ranged Combat, and any other Tests that are affected by Ranged
Combat modifiers.
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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.
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System
Action: Complex, Contested.
Cost: .
Target: Sentient creatures. Target may not relent.
Range: Line-of-sight.
Duration: Scene/ hour.
Test Pool: (Manipulation + Empathy + Dementation) versus targets
(Composure + Centering + Discipline Resistance: Emotionally Stable).
Effect: Target suffers (Successes 3) (round up) to Composure and
Resolve. Note that this will affect the targets Initiative and Willpower.
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
power are not simply ignored since in long scenes different applications of
this power may wear off at different times.
Critical Failure: 1 to your characters Composure and Resolve for 1 scene/
hour.

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

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power are not simply ignored since in long scenes different applications of
this power may wear off at different times.
Failure: User is entranced with the patterns surrounding her. Resist as per
Toreador Clan Weakness, Threshold 2 (see p. 51).
Critical Failure: As per failure, Threshold 8.
Improved situational awareness
The Dementation-user may augment her situational awareness,
making her harder to catch by surprise and improving her reaction times.
Action: Complex.
Cost: 1 Vitae point.
Target: Self.
Range: Self.
Duration: Scene/ hour.
Test Pool: Wits + Occult: Divination + Dementation.
Effects: +Successes to Surprise Tests (see p. 391); + (Successes 2) (round
up) to Initiative.
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
power are not simply ignored since in long scenes different applications of
this power may wear off at different times.
Failure: User is entranced with the patterns surrounding her. Resist as per
Toreador Clan Weakness, Threshold 2 (see p. 51).
Critical Failure: As per failure, Threshold 8.
Looking into others psyches
The Dementation-user may gain significant insights into anothers
personality by conversing with them for a few minutes while using this
power.
Prerequisite: Before each test to determine a targets Nature and/or Vice,
the Dementation-user must first activate this power, then spend 10 minutes
conversing with that target. After making a Test against a target, the
Dementation-user may not test against him again until she spends 10 more
conversing with him.
Action: Complex (activation); Complex, Contested (reading).
Cost: 1 Vitae point to activate this power; no additional cost to make a Test.
Target: Self (activation); sentient creature (reading). Target of reading may
not relent.
Range: Self (activation); line-of-sight (reading).
Duration: Scene/ hour (activation); (reading).
Test Pool (activation): Wits + Occult: Divination + Dementation.

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Test Pool (reading): (Wits + Occult: Divination + Dementation) versus
targets (Composure + Centering + Discipline Resistance: Emotionally
Stable).
Effects (activation): No immediate effects, although this power is active
and thus detectable to those with Auspex : Aura Perception, Awareness, or
similar capabilities.
Effects (reading): 1 Success gives targets Nature OR Vice (not both); 4
Successes gives both.
Failure: User is entranced with the patterns surrounding her. Resist as per
Toreador Clan Weakness, Threshold 2 (see p. 51).
Critical Failure: As per failure, Threshold 8.

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).

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Effects: All of the targets Derangements activate. For each Success, target
gains 1 temporary mild derangement OR 1 mild derangement temporarily
becomes severe.
Stacking: The effects of this power do stack. That is, if this power is used on
you character three times, each time with 2 Successes, your character could
gain up to 6 temporary Derangements (or a lesser number of Derangements
mixed between mild and severe). However, each use of this power fades
separately. Thus, continuing the above example, your character would
completely recover within 2 weeks.
Critical Failure: All your characters derangements activate. Gain
temporary derangements as if the power had been used on your character
with 2 Successes.

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

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constraints. Dominate requires eye-contact, and many of its powers require
explicit commands. In addition, it is difficult to make targets act directly
against their own interests, and impossible to make them physically harm
themselves.
While those with strong Generation are by no means immune to the
efforts of younger Dominate-users, Kindred closer to Caine do have a higher
degree of natural resistance to the Discipline. In game terms, as can be seen
below, Generation is added to all Test Pools when using or resisting
Dominate.
Veterans of Vampire: the Masquerade and Vampire: the Requiem
should be aware that we have significantly altered the Dominate powers.
System
Your character may not use this Discipline while in Frenzy. Dominate is
not a Physical Discipline.
General Modifiers
These modifiers apply to all uses of Dominate.
+1 to +3 Target consciously or unconsciously wants to obey the
command.
+1 to +3 Target Blood Bound to Dominate user.
1 to 3 Succumbing to the Dominate use runs contrary to targets
interests.
1 to 3 Succumbing to the Dominate use would be unwise (but not
immediately dangerous)
1
Target is moving.
1
Dominate-user is moving.
If a command would require Willpower expenditure, the Dominate-user
must obtain enough Successes that the target thinks that the order was his
idea.

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: .
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Target: Sentient creature. Target may not relent.
Range: Eye Contact.
Duration: Scene/ Hour (see below).
Test Pool: (Intelligence + Intimidation + Dominate + Generation) versus
targets (Resolve + 3Centering + 3Discipline Resistance: Iron Will
+3Generation - 3Discipline Vulnerability: Malleable Mind).
Modifiers: General Dominate modifiers apply.
Effects: If successful, the target falls into a trance. While in this trance, the
target is completely unaware of his surroundings. The target will snap out of
the trance if injured, threatened, or even sharply jostled.
Critical Failure: Target immune to users Dominate until next sunrise.

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.

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Test Pool: (Intelligence + Leadership + Dominate + Generation) versus
targets (Resolve + Centering + Discipline Resistance: Iron Will +
Generation).
Modifiers:
+1
single-word command.
+
/-0
single-phrase command.
-1
per additional clause in the command.
varies General Dominate modifiers apply.
Effect: If successful, the target obeys the command. The Dominate-users
Successes exceed the targets Resolve, the target believes that following the
order was entirely him own decision until and unless someone questions him
about it in-depth.
Conflicting Orders: If a character under the influence of this power is
targeted with it a second time, the new command does not take hold unless
the new command has more Successes than the old one.
Critical Failure: Target immune to users Dominate until next sunrise.

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

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Successes she attains, the less it is that the alteration will be noticed by the
target (or subsequent Dominate users).
Stacking: It is possible to create multiple layers of false memories covering
a single time period.
Critical Failure: Target immune to users Dominate until next sunrise. Lose
all accumulated Successes.
Checking for altered memories
A Dominate-user can check if a targets memories regarding a specific
event have been altered.
Action: Extended, Contested. 1 Test per five minutes of memory
manipulation, threshold of 1.
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: .
Test Pool: (Wits + Persuasion + Dominate + Generation) versus memory
implanters Successes 10 (round up).
Modifiers:
+1 to +3 The Dominate-user who implanted the memory used little
detail.
varies General Dominate modifiers apply.
Effect: This test should be made in secret; neither the Dominate-user nor
her player should know how many Successes she got. If the Dominate-user
succeeds, and if the memory was altered, the Dominate-user knows that the
memory was altered. On any other outcome, the Dominate-user does not
find any evidence of memory alteration but cannot be completely sure that
the memory is genuine. Note that only the Dominate-user knows whether the
memory was altered; the subject does not, and must rely on the Dominateusers word as to what was found.
Layered false memories: If there is more than one layer of false
memories, the Storyteller should roll separately for each layer. It is entirely
possible that some will be noticed but others will not.
Critical Failure: Target immune to users Dominate until next sunrise. Lose
all accumulated Successes.
Restoring memories
Once a Dominate-user knows that a specific portion of a targets
memories have been altered, the Dominate-user may attempt to uncover the
original memory. Note, however, that the target has no way of knowing for
sure whether a Dominate-user has uncovered a real memory or just
implanted a new false one.

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Action: Extended, Contested. 1 Test per five minutes of memory
manipulation, threshold is one more than the number of Successes obtained
in implanting the memory.
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: .
Test Pool: (Wits + Persuasion + Dominate + Generation) versus targets
(Resolve + Centering + Discipline Resistance: Iron Will + Generation).
Modifiers:
+1 to +3 The Dominate-user who implanted the memory used little
detail.
varies General Dominate modifiers apply.
Effect: Once the Dominate-user accumulates more Successes than were
obtained in implanting the false memory, the original memory reverts and
the false memory goes away. The target will still be vaguely aware of the
details of the false memory, but will be aware that it is false.
Critical Failure: Target immune to users Dominate until next sunrise. Lose
all accumulated Successes.

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.

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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: Indefinite.
Test Pool: (Wits + Subterfuge + Dominate + Generation) versus targets
(Resolve + Centering + Discipline Resistance: Iron Will + Generation).
Modifiers:
-1
per additional clause in the trigger.
varies General Dominate modifiers apply.
Effect: If successful, the trigger takes hold.
Stacking: If the target already has one or more implanted conditional
commands, the new command might have no effect. First, note the total
number of implanted commands, including the newly implanted one. Discard
any commands, including the new one, that did not have at least that many
Successes on their Mesmerize successes.
Critical Failure: Target immune to users Dominate until next sunrise.

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.

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This arrogance, however, is misplaced. Although skilled Fortitude users
are quite resistant to conventional attacks, in these modern nights the
number of available unconventional weapons grows daily. Modern technology
has made a vast array of truly ingenious killing devices to enterprising
Neonatesand hunters. Sufficient quantities of high-explosive will kill even
the strongest Fortitude user, as will a modern flame-thrower. Although
diligent Camarilla efforts continue to prevent these weapons from coming
into widespread use, only the most foolish elders believe that Fortitude can
still make them safe.
Of course, even in the old days the wisest Elders never put that much
stock in Fortitude. After all, it only protect against the attack that you know is
coming. When surprised, that split second between threat recognition and
Fortitude activation has always been enough time for a resourceful enemy to
deliver a fatal blow.
System
This Discipline does not have separate powers at each Dot, nor does it
require a Test to use. Instead, it provides a bonus that scales with the
number of Dots your character has.
Activating Fortitude requires conscious thought; your character may
not activate it in response to a threat she is unaware of. Thus, if your
character is surprised, she may not activate Celerity until her first action (see
Surprise, p. 391).
Your character may activate this Discipline while in Frenzy. Fortitude is
a Physical Discipline.
Action: Reflexive (no test; requires conscious thought).
Cost: 1 Vitae point.
Target: Self.
Range: Self.
Duration: Scene/ 10 minutes.
Test: No test is required to use this power.
Effects:
+Dots to Stamina for all purposes except determining Health.
+Dots armor.
+Dots temporary Health. See Temporary Health, p. 416. These Dots
of temporary Health go away when Fortitude ceases to be active. Any
damage in the temporary Health Boxes remains there until the end of
the powers duration of scene/ 10 minutes, even if your character
deactivates and then reactivates the power. Thus, if your characters
temporary Health Boxes are full of damage, she may not make the
damage go away by deactivating and immediately reactivating
Fortitude.

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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

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vital is its ability to smuggle secretsnotes, books, small artifacts, the list is
endless.
This power, however, is not infallible. As is the case with all arts of
Obfuscate, a skilled user of Auspex can pierce the effects of this power. In
addition, although this power will prevent contraband from being found in a
casual searcher, the power is much less effective against a thorough
searcher who knows what he is looking for.
Concealing items
This power allows a Kindred to conceal a single item from search. As
with all Obfuscate powers, Touch of Shadow does not actually make its target
invisible. Instead, it simply makes minds of observers fail to notice it.
Action: Complex.
Cost: .
Target: Physical item. Item must be small enough that your character could
conceal it on her person.
Range: Target must be on your characters person, held by her, or adjacent
to her.
Duration: Indefinite.
Test: Wits + Larceny + Obfuscate. Note total as Concealment Score.
Effect: Casual observers will not notice the affected item.
Modifiers: (Size of the item)
Critical Failure: Attempt fails. Your character draws attention to the thing
she tries to hide. Your character is not aware that the test failed.
Searching for Obfuscated item:
Touch of Shadow provides only limited protection against a thorough
searcher who knows what he is looking for. Note that the searcher must know
what she is looking for. It is not enough to search a target anything
suspicious.
Action: Extended, time per test varies. When searched, make a Test using
Concealment Score. Threshold = Successes 2. The first test takes 15
seconds (5 Turns). Each subsequent test takes 15 seconds longer than the
previous test.
Cost: .
Target: A character suspected of concealing a specific object.
Range: Requires a physical search of the target.
Duration: N/A.
Test Pool: Wits + Security.
Modifiers:
(3 to 1)
Level of detail (IE, a concealed gun/pistol/revolver,
book/old, battered book/old, battered, leather occult book).

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+

/-0

Searcher has seen the exact item before, or something of the


same make/ model
Effect: The sought item is found.
Critical Failure: The searcher does not find the object sought and is
convinced that the character being searched cannot be hiding it anywhere.

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

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not easy) for characters to interact with their environment without losing
their concealment.
This power is prized among Kindred for its incredible utility. Spies and
investigators adore it for the flexibility it gives them in gathering information.
It is amazing what people will say when they think they are in private.
However, many Neonates are surprised to learn that savvy elders see this
power perhaps even primarily in terms of its usefulness in combat situations.
While physical Disciplines are certainly flashier, they cannot be maintained
indefinitely. Accordingly, they are only useful against known threats.
However, threats using Cloak the Gathering are anything but known. Even
in active combat situations, this power is still useful. Maneuver and
positioning are critically important to winning battles, and those with this
power have a decided edge in those areas.
System
Note that this level of mastery allows characters to hide themselves
and to augment their use of Touch of Shadow. Concealing freestanding
objects requires Cloak the Gathering.
Action: Complex.
Cost: .
Target: Self.
Range: Self.
Duration: Indefinite.
Test Pool: Wits + Stealth + Obfuscate. Note total as Concealment Score.
Modifiers:
Size
If hiding an object that is not on your person.
3
each sentient creature who can see your character when this
power is activated, not counting noncorporeal entities.
3
Hiding abstract ideas or negative spaces (IE, hallway or portal
to another room). If a closed door seals the portal, this is not
subject to the penalty, as all the Kindred needs to do is hide
the door, not the portal itself
Carried/ held objects: This power also hides carried or held objects with
Size Obfuscate.
Critical Failure: You think youve succeeded
Concealing objects
With this level of Obfuscate, characters may conceal even larger
objects with a Touch of Shadow. There is no limit to the size of the objects
your character may conceal. However, note that the larger an object is, the
more difficult it is to hide. Note that Touch of Shadow only applies to
objects concealed on your characters person (or adjacent to her). Your
character may only conceal other, freestanding objects by using Cloak
the Gathering to apply Cloak of Night to those objects directly.
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Interacting with the environment
When a character interacts with the environment while protected by
Cloak of Night, reduce her Concealment Score by the relevant interaction
modifier and redo the Obfuscate Test. Thus, as characters interact with the
environment, the Cloak of Night will gradually reduce in effectiveness until it
either fails or is deactivated and reactivated.
If your character attacks any character or object, Cloak of Night
deactivates immediately before the attack, unless the target is also
concealed by the attackers Obfuscate.
Modifiers:
- Size of Object (if interacting)
- 2 Size of Object (if picking it up)
- Number of people who heard you (if you spoke).

The Familiar Stranger


Description is generally as per Vampire the Masquerade, p. 166. Note,
however, that we do not allow characters to use this power to appear to be
specific other characters.
System
Picking a role: Your character may use this power in two ways. First,
she may appear as a specific type of person. Thus, she might appear as a
club kid, police officer, security guard, banker, etc. Alternately, she
may simply appear entirely unremarkable.
Generally, appearing as a specific type of person is easier when
directly interacting with others. It helps your character slip into an
appropriate role, and makes it easier to find and use props to support her
illusion. Thus, for example, when investigating a supernatural attack, she
might appear as a police officer so as to better intimidate witnesses.
By contrast, when your character simply wants to avoid notice and
does not plan on interacting with anyone, it is often easier to simply appear
generic, thus reducing the chance that she will appear out-of-place.
Props: Your character may make her illusion more believable through
judicious use of props. These props must be physical and must roughly
approximate what they are meant to simulate. However, they need not be
perfect. Thus, for example, your characters drivers license might become a
police badge, or a jury summons might become her search warrant.
Similarly, a pressed shirt and slacks might be a uniform, or an illegallymodified handgun might be standard police issue. The exact modifier will
be determined by the Storyteller.
Note, however, that if your characters attire or equipment are
inappropriate for her adopted persona, these props can incur a penalty. Thus,
for example, it would be more difficult to pass as a member of a peaceful
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protest group if your character were carrying a dozen bloodstained weapons,
and it would be harder to pass as a banker at a conference while wearing
nothing but a bathing suit.
Playing the Role: Your character will incur a modifier of +2 to 2
depending on how well she plays the role of the persona she has adopted.
Note that this modifier turns on your character, not on you. Thus, for
example, if your character was pretending to be a doctor, her Expert Ability:
Medicine 3 would likely be more relevant to this modifier than would be
your own roleplaying ability. This modifier will also turn on how well your
characters story hangs together. For example, although claiming to be a
lifer in an organization may make new employees more willing to overlook
inconsistencies in her story, it will also cause significant problems should she
encounter someone who has actually been in the organization for a long
time.
Specific Illusions: Usually, when using this power your character will
attempt to adopt a very broad role such as police officer, club kid,
businessman, etc. However, sometimes she may want to adopt a more
specific role such as police supervisor or even police chief. These more
specific illusions are possible, but incur a penalty.
Your character may even attempt to portray a persona that may
appear to have only one real life match, such as police chief or president.
However, this approach can be in practice extremely counterproductive,
because this power keys off of what others expect to see rather than what
your character believes they should see. While this is merely a difficult
guessing game when dealing with a single person, it can cause
insurmountable problems when dealing with groups, as each member of the
group will likely have different ideas about what the role should look like.
As a result, attempting to portray an overly-specific role often not only leads
to penalties due to specificity, but also penalties for failing to properly play
the role adopted.
Degradation: The longer your character tries to imitate anothers
role, the greater the chance that she will make a mistake. Accordingly, even
when a character initially gains a large bonus for acting in character, over
time her due to small missteps her behavior will become discordant enough
that if the test were made again, she would receive a lesser bonus or even a
penalty.
Similarly, not all observations are created equal. For any number of
reasons, a targets Resistance Pool might increase mid-illusion. Most
frequently, this change will be because of a reduced Wound Penalty or the
effects of a supernatural power, but other causes are possible as well.
In either of these cases, there is no need to actually repeat the initial
Test. Instead, simply note the extent to which the Obfuscate-users Test Pool
has decreased or the targets Resistance Pool has increased and roll a
number of die equal to the change. Each Success cancels out one of the
Successes the Obfuscate-user got on her earlier Test.
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Unfortunately, it is much more difficult to make this test with rockpaper-scissors than it is with dice. While when using dice, Storytellers might
call for a check whenever the Test Pool or Resistance Pool change by 1, when
using rock-paper-scissors it may be better to test only when there is a
change of 3 or more.
While investigating a strange assault on a college campus, Tom
Toreador uses The Familiar Stranger to imitate a campus security guard.
Initially, he does a very good job of playing the role and produces a rough
approximation of a security badge. These role-playing and props modifiers
give him a total of +4 to his Test Pool. When testing against the three other
security guards on-scene, he gets 2, 2, and 3 Successes against the first,
second, and third of the other guards.
However, as Tom interacts with the other security guards on-scene, his
story begins to fall apart. His badge is found to be not in the system, and
although he claims to have worked at the school for 20 years, none of the
other veterans remember him. Accordingly, his modifier for role-playing
modifier and props drops to a total of 2. The Storyteller rolls 6 dice for each
of the other security guard who each roll 2 Successes. The While the third
guard is still deceived by Toms illusion, the first two suddenly realize that he
is a fraud.
Action: Complex, Contested.
Cost: .
Target: Self.
Range: Self.
Duration: Indefinite.
Test Pool: (Wits + Subterfuge + Obfuscate) versus targets (Wits + Resolve
+ Discipline Resistance: Closed Mind). Note total as Concealment Score.
Each time your character succeeds against another character, record her
Successes.
Modifiers:
+1 to +3 Target Blood Bound to Obfuscate-user.
2 to +2 Props.
2 to +2 Playing the role (terrible/ bad/ OK/ good/ perfect fit).
0 to 3 Specific illusion (cop/ vice cop/ district commander/ police
chief).
Effect: This power automatically works on those who neither directly interact
or focus on your character. Anyone who does directly interact with your
character or otherwise directly focus their attention on her reflexively tests
to resist.
Degradation: The longer your character interacts with a target, the more
likely they are to mess up the illusion. See rules on degradation, above, for
details.
Critical Failure: Your character thinks shes succeeded.

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Cloak the Gathering


At this level of mastery, an Obfuscate-user is no longer limited to
illusions affecting himself and his immediate surroundings. Instead, he may
target both items and other creatures with lesser powers of Obfuscate. This
power is greatly valued by Princes and Dux Bellorum for its tactical flexibility.
Applying Cloak of Night to items or other creatures
Interacting with concealed objects: Your character does not breach
Cloak of Night by interacting with objects that she has concealed with Cloak
of Night. If doing so changes the object for purposes of Obfuscate, she must
retest to maintain its Obfuscate (IE, opening a door and making it an open
portal, or making an object larger). Making a concealed object easier to
Obfuscate does not require a new test.
Vehicles: Your character may not use Cloak of Night on moving
vehicles, nor may she use it on vehicles with working engines.
Unwilling targets
Cloak the Gathering even allows Obfuscate powers to be used on a
target without his consent. However, because it is easy to break illusions
created with Obfuscate, the ability to apply them to unwilling targets is only
useful in very specific situations. As a practical matter, while your character
can apply illusions to others without their consent, she cannot maintain
those illusions for very long.
Two situations, however, are particularly noteworthy. First, some
assassins use Cloak of Night on their targets so that they can attack without
breaking their own Cloak of Night. How does this work? Characters concealed
with Cloak of Night may freely interact with others they have similarly
concealed. This includes attacks. Second, Malkavians occasionally apply
Obfuscate powers to non-consenting targets as part of a prank. Attempting
to chronicle exactly how they did so would be pointless and futile.
System
All uses of Cloak the Gathering count as a single use of Obfuscate for
purposes of determining how many Obfuscate powers your character may
use simultaneously.
Action: As per Obfuscate power used. Contested if against an unwilling
target.
Cost: .
Target: A lesser Obfuscate power and creature or item to be targeted by it.
Cloak the Gathering may simultaneously be used on up to five targets. Your
character need not target each with the same lesser Obfuscate power. Note
that The Familiar Stranger may only be used on creatures.
Range: Line-of-sight or touch.
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Duration: Indefinite.
Test Pool (unwilling targets): (Intelligence + Stealth + Obfuscate) versus
targets (Centering + Resolve + Discipline Resistance: Closed Mind). Target
may not relent. This test replaces whatever test would normally be used for
the lesser Obfuscate power.
Modifiers:
[Size of target 5] (if not a creature).
Effects: As per the selected Obfuscate power. Note that unwilling targets
actions can intentionally or unintentionally break illusions.
Critical Failure: Your character thinks shes succeeded.

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
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bracing. After all, a 150 lb Kindred swinging several hundred pounds of
debris should be thrown badly off-balance, at a minimum, right?
System
This Discipline does not have separate powers at each Dot, nor does it
require a Test to use. Instead, it provides a bonus that scales with the
number of Dots your character has.
Activating Potence requires conscious thought; your character may not
activate it in response to a threat she is unaware of. Thus, if your character is
surprised, she may not activate Celerity until her first action (see Surprise,
p. 391).
Your character may activate this Discipline while in Frenzy. Fortitude is
a Physical Discipline.
Action: Reflexive (no test; requires conscious thought).
Cost: 1 Vitae point.
Target: Self.
Range: Self.
Duration: Scene/ 10 minutes.
Test: No test is required to use this power.
Effects:
+Dots modifier to Strength for all purposes except (1) attack
pools and (2) jump tests with Athletics.
+Dots Damage when using Strength in an attack pool.
+Dots feet per Success when making jump tests with Athletics.

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.

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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.

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System
Measuring attitude: This power works by making characters more
favorably included to its user. For purposes of this per, treat characters
inclination toward the user on a scale from -5 to +5, where 0 is indifference,
+5 is obsessive devotion and -5 is implacable hatred.
Action: Complex, Contested.
Cost: .
Target: Sentient creature.
Range: Line-of-sight.
Duration: Scene/10 minutes. Additional Successes may be used to increase
this duration (see below). The first additional Success increases duration to
Scene/ hour, the second until the next sunrise, and each subsequent Success
extends the duration until another sunrise.
Test Pool: (Manipulation + Empathy + Presence) versus targets
(Composure + Centering + Discipline Resistance: Blas).
Effect: At 1 success, the target is one step more positively inclined towards
the Presence-user, and the power lasts for one scene (10 minutes). Each
additional Success may be dedicated toward either increasing duration or
increasing effect. Additional Successes dedicated to increasing effect each
make the target one step more positively inclined toward the Presence-user.
Modifiers:
+1 to +3 Target Blood Bound to Presence-user.
-3
Presence-user has used this power on the target within the
past week.
Critical Failure: For the next scene/ 10 minutes, the Presence-user is two
steps more positively inclined toward everyone she interacts with.

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).

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Effect: The target reveals a secret appropriate to the situation. The secret
should be sensitive enough that the Presence-user could ask a Trivial Boon to
keep the secret. Note that the caster DOES NOT get to specify the revelation.
1 Success At the time, the target thinks the revelation was their idea.
However, after 1 scene/ 10 minutes, they realize that they
were compelled.
2
At the time, the target thinks the revelation was their idea.
However, after 1 scene/ 10 minutes, they realize that the
caster somehow manipulated them into talking. They think it
was a mere conversational gambit rather than anything
supernatural.
3
At the time, the target thinks the revelation was their idea.
Even afterward, they don't think that they were manipulated
in any way.
4
They think that it was their idea to tell the secret. The
revelation feels completely right and appropriate.
5
Each success after the four increase the "value" of the secret
by 1 notch. Trivial => Minor, Minor => Major, etc.
Modifiers:
-1 to -3 Presence-user is aggressive towards the target during the
scene
+1 to -3 Target's opinion of the Presence-user (ignoring effects of other
Presence powers)
-1
per full 3 yards between target and Presence-user.
Critical Failure: Presence-user is compelled to tell them a secret worth a
Trivial Boon.

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.

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Target: Self; affects others.
Range: Affects all characters in the room, as well as any creature who can
see the Presence-user.
Duration: Scene/ hour.
Test: (Charisma + Leadership + Presence) versus targets (Composure +
Centering + Discipline Resistance: Blas).
Effect: Affected characters defer to you, and do not automatically get a test
to resist this power. However, affected characters will not do anything that
would hurt themselves or put themselves in serious physical danger.
Characters who wish to resist your Majesty must first spend 1 Willpower
Point. If successful, they may ignore the effects of your Majesty for 1 Turn
(after which they may test again, if they desire).
Competing uses of Majesty: Test once per Turn, combining Test Pools and
Resistance Pools. Winners Majesty controls for that Turn. Need not spend
Willpower to make these tests.
Critical Failure: For 1 scene/ hour, Presence-user must act as if all other
characters had successfully used this power on him with 2 Successes.

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.

Eyes of the Beast


Description is as per Vampire: the Masquerade, p. 173.
System
This power is not available while in Frenzy.
Action: Complex.
Cost: .
Target: Self.
Range: .
Duration: Scene/ hour.
Test: No test is required to use this power.
Effect: Reduces vision penalties from natural sources to 1 (i.e., lighting,
weather). Does not affect range penalties, movement penalties, etc.

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Note: This is a Masquerade violation. Sunglasses help, but a careful observer
may still notice.

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.
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Target: Self.
Range: Must be touching a natural element.
Duration: .
Test: No test is required to use this power.
Effect: Initially, may only bond with natural soil.
Modifiers: .

Claws of the Wild


Description is as per Feral Claws, Vampire: the Masquerade, p. 173.
System
When using this power, unarmed attacks usually do Aggravated
Damage. The Protean-user may, however, pull her punches so that the
attacks do only Bashing Damage.
Claws of the Wild are obviously supernatural. Think major Masquerade
breach.
This power may be activated while in Frenzy.
Action: Reflexive.
Cost: 1 Vitae Point.
Target: Self.
Range: .
Duration: Indefinite.
Test: No test is required to use this power.
Effect:
Claws are treated as a Close Combat weapon with Size 1, To Hit 1,
Damage 0, and infinite Durability. Claws do Aggravated Damage and
may not be disarmed.
Claws do not inhibit your characters ability to wield other weapons.
+2 to climbing tests.
Claws emerge at the end of the Turn.
Notes:
This power may be activated while in Frenzy.
Claws even do Aggravated Damage to Kindred using Protean x5: Body
of Spirit.
Using this power breaches the Masquerade.

Shape of the Beast


Description is as per Vampire: the Masquerade, p. 174.

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System
When using this power, unarmed attacks usually do Lethal Damage.
The Protean-user may, however, pull her punches so that the attacks do
only Bashing Damage. If the character also has Claws of the Wild active,
unarmed attacks instead do Aggravated Damage, although the Protean-user
may instead choose to inflict Lethal or Bashing Damage.
When a character first learns this power, she must select what animals
she will transform into. She may choose a flight form (IE, wolf) and a fight
form (IE, bat). However, no matter what animal is chosen for each form, it
will have the stats listed below. There is one important exception: a flight
form may substitute swimming for flight. The chosen animals must make
sense for its stats. Thus, for example, a badger could not be chosen as a
flying flight form, because badgers cannot fly. Characters may learn to
transform into additional animal forms at a cost of 3 XP per form.
When a Protean-user transforms into an animal fight form, the
chosen animal must have the same Size as the character. For a flight
form, the chosen animal has Size 2. Characters with the merit Giant have
flight forms of Size 3.
Characters may remain in animal form when they go to sleep for the
day. This has no effect on the characters vulnerability to sunlight or ability to
act during the day. However, sleeping in animal form is particularly taxing,
requiring the expenditure of 1 additional Vitae Point when the vampire wakes
up the next night.
This power may be activated while in Frenzy.
Action: Complex.
Cost: 1 Vitae Point.
Target: Self.
Range: .
Duration: Indefinite.
Test: No test is required to use this power.
Effects: Your character may become a Wolf or a Bat. Possessions up to Size
3 change with you. Your character may use all Disciplines that do not require
speech, so long as your character meets the Disciplines criteria for use.
Wolf:
Unarmed attacks do Lethal Damage (Aggravated Damage if Claws
of the Wild is active).
+1 to close combat (stacks with Claws of the Wild; for a total of +2
if both are active).
+2 to Surprise Tests and Perception Tests.
Whenever your character takes a regular step, she may take up one
bonus step.
May not use or wield items (exceptions at Storyteller discretion).
Bat:
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Strength = 1 (Potence does not increase Strength).


Speed = 20 + 5 x Potence. Celerity still applies.
+2 Defense.
+3 to hearing tests.
May not use or wield items (exceptions at Storyteller discretion).

Notes: This power may be activated while in Frenzy.

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
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have Size 12. For reference, mid-sized sedans have Size 10, and Full-size
cars have size 12. Protean-users may not leave this form in a space whose
Size is less than the size of their cloud of mist. Thus, for example, a Proteanuser could not transform out of mist form while in the trunk of a normal-sized
car. She could, however, materialize inside the passenger cabin of a car if the
window was rolled down or the door was open.
A Protean-user in this form may be contained in an airtight space
whose Size exceeds her Size while using the power. She may not be
contained in a smaller space, nor does attempting to contain any portion of
her in such a smaller space have any effect.
Action: Complex.
Cost: 1 Vitae Point.
Target: Self.
Range: .
Duration: Indefinite.
Test: No test is required to use this power.
Effects:
Gain Protean Armor against normal physical attacks.
Damage reduced by 1 level (except damage from sunlight, or
supernatural powers).
Possessions up to Size 3 change into mist with the Protean-user.
Speed = 8, may not be increased. May not sprint.
In strong wind, must test to resist being blow away (Strength +
Potence, with modifier between -1 and -3 based on wind strength).
While in mist form, Size = 2 usual Size.
Montreal in Darkness
These rules include clarification not yet approved by Montreal in
Darkness. See http://www.darkmontreal.com/forums/viewtopic.php?
f=3&t=251 for details on the proposed changes.

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.

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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,
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Grace of God allows a holy warrior to shut down that effect and free those
under its sway.

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.

Dispel Sustained Effect


The gift-user can break the continuing effects supernatural powers,
whether the powers are used on the power-user or on a third-party. This
capability is particularly prized and valued among the forces of the light due
to the wide variety of such powers evil-doers draw on to cloud others minds.
It can make friends and allies snap out of strange compulsions or trances,
shatter evil doers projected illusions, and dispel dark magicks.
System
Prerequisite: Grace of God must be active.
Action: Complex.
Cost: .
Target: A supernatural power afflicting a target creature. Has no effect on
Physical supernatural powers.
Range: Line-of-sight or touch.
Duration: .
Test: Morality + Occult: Theurgy + Grace of God versus target's Morality +
Centering + Discipline Resistance: Blood Magic. If the target creature did not
use the targeted power, use the Morality, Centering, and Discipline
Resistance: Blood Magic of the creature that did use the power.
Effects:

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Each Success cumulatively negates one Successes obtained by the


user of the target power. If its Successes are reduced to 0, it fails.
This power may be used repeatedly on the same target creature and
power until the power is completely negated.
If the target power does not require a Test to use, it fails once the Giftuser accumulates 4 Successes.
This Gift never requires any expenditure to use, even when used to
target a supernatural power that normally cannot be resisted without
first paying a cost. Your character does not have to pay any Willpower
Points when using Grace of God to negate a vampires Presence :
Majesty.
Critical Failure: If your character critically fails any Test to use this power,
Grace of God prematurely deactivates.

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.

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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.
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.

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: -.

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Target: A supernatural creature.
Range: Line-of-sight.
Duration: -.
Test: (Morality + Occult: Theurgy + Light of God) versus targets (Morality +
Centering + Discipline Resistance: Blood Magic).
Effect: Target supernatural creature flees as if in Fear Frenzy until no longer
in your character's line-of-sight, and will not voluntarily enter her line-of-sight
for Successes minutes.
Critical Failure: Light of God prematurely deactivates.

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.

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Ball of Safety
A holy warrior can surround herself in a ball of light which can negate
supernatural powers with an area-of-effect. This includes supernatural
powers of darkness, fire, and silence.
Action: Complex.
Cost: .
Target: The bubble affects an area surrounding your character with a radius
in yards = Successes. Obstacles that block line-of-sight also block the
bubble. Thus, the bubble is blocked by solid walls, floors, ceilings, etc. Within
this area, it has a chance to negate area-of-effect supernatural powers which
manipulate sound, darkness, fire, or otherwise have an area of effect.
Range: Self.
Duration: Indefinite, but as long as your character maintains this power she
may take no other Simple or Complex Actions.
Test: (Morality + Occult: Theurgy + Light of God) versus target's (Morality +
Centering + Discipline Resistance: Blood Magic). The test is resisted by
whichever character(s) used the relevant area-of-effect power.
Effect: Within the area of effect of this power, each of your characters
Successes negates 2 of the Successes obtained by the supernatural power
user.
Critical Failure: Light of God prematurely deactivates.

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.

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System
Action: Complex.
Cost: .
Target: A point in space.
Range: Line-of-sight.
Duration: 1 Turn.
Test: (Morality + Occult: Theurgy + Light of God) versus target's (Morality +
Centering + Discipline Resistance: Blood Magic).
Effects:
Wall: First, declare the intended length and height of the wall (in
yards). The test incurs a modifier of (Length + Height 2) 1.5
(round down).
Ball: First, declare the intended radius. Measure its radius in yards
(minimum radius = 1). The test incurs a penalty of (Radius 1) 3
(round down).
Supernatural creatures caught within the area of effect test to resist
the power, as do any who move through the area during its duration.
Each of those creatures suffers 1 Point of Aggravated Damage for each
of your characters Successes.
Stacking: A creature may be affected by your characters use of this power
at most once per Turn. If a creature is affected by your characters use of this
power more than once in a single Turn, apply whichever had the most
Successes.
Example: If your character used this power in Initiative Pass 4 of Turn
1 to create a large, difuse area of efect (3 Successes), and used the power
a second time in Initiative Pass 4 of Turn 2 to create a small, intense wall of
light (4 Successes), a supernatural creature who was, during Turn 2, afected
by both of your characters uses of the power would sufer 4 Aggravated
Damage and test to resist Fear Frenzy at Threshold 4.
Critical Failure: Light of God prematurely deactivates.

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.
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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.

Perceive the True Form


Your character gains the ability to penetrate the lies of supernatural
concealment. She also gains the ability to penetrate through the lies of Babel
separating the denizens of the Spirit world from mankind. Thus, this Gift
allows her to communicate with any Spirit who is on the same plane as her.
When talking to the spirit, each corporeal observer will hear her speaking
gibberish.
When coupled with Vision of God : Astral Presence, this power
allows your character to freely chat with very large numbers of Spirits.
However, this is frequently not particularly helpful. Although every object in
the material world seems to have its own Spirit, the vast majority of those
Spirits are extremely unintelligent, simply desperately happy to have
someone to talk to, or both. Unfortunately, neither of those characteristics is
particularly helpful. Generally, the Spirits worth talking to are those attached
themselves to a large group or a specific place that has been inhabited for a
long period of time. For example, the Spirits of churches are often quite
happy to help someone fighting the good fight.
One noteworthy exception to this general rule are Spirits of places that
have been subjected to great evil. These Spirits often retain a memory of the
act of evil, although it may be fragmented. There is a danger when dealing
with Spirits who have seen persistent, evil acts over a long period of time.
Such Spirits can be warped to the point where they being reflecting the evil
they have witnessed. Some even turn completely to the dark.
Although Spirits appear to have souls, according to the teachings of
the Society, this is in fact an illusion. Instead, Spirits are simply reflections of
those living creatures who have interacted with them. They can no more
have a soul than can a reflection in a mirror. Oh, there are exceptions, which
are typically classified as "Angels" or "Demons", depending on their
behavior, but such beings are few and far between. Of course, these
teachings are not universally accepted, and the Society will humor members
who teach the Good Word to Spirits. The feeling is that it can't hurt and
might in some way help.
Piercing Concealment
Action: Reflexive. You reflexively test against all creatures your character
can perceive who are using a supernatural form of concealment. 1 Test per
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creature per scene/ hour. You retest against a character before this time is up
only if:
The creature initiates a form of concealment (or drops and re-initiates
one you already tested against). In this case, only test against the
newly-initiated form of concealment.
The creature attacks your character (see Interacting with the
environment, p. 205)
The creatures Concealment Score drops by 1 or more (see below).
Cost: -.
Target: Creature using a supernatural form of concealment on the same
plane of existence.
Range: The ability to pierce supernatural concealment most emphatically is
not limited to sight. Thus, a concealed character cannot evade notice simply
be making sure he stays out of your character's direct line-of-sight.
Duration: See below
Test: (Wits + Morality + Vision of God + Occult: Theurgy) versus
(Concealment Score + Morality). Willpower Points may not be spent to gain a
bonus on this Test. In case of a tie, the Gift-user wins. Record the successes
of both your character and the concealed creature. If, while Vision of God
remains active, the creature's Concealment Score drops by 1 or more, make
a new Test, using the reduction as the Test Pool. Each Success adds to your
character's previous Successes.
Effect: If your character pierces a form of concealment, she will continue to
be able to see through the deception as long as Vision of God remains active.
When your character pierces a form of supernatural concealment, she is
aware of who was using it, where they are, and the general nature of the
power.
Communicating with Spirits
Action: Reflexive. This power automatically triggers whenever a Spirit
attempts to communicate with your character, or whenever your character
attempts to communicate with a Spirit. The power only works if both the
Spirit and your character are on the same plane of existence. Your character
is always aware when this power activates. Thus, Spirit cannot sneak up
behind your character and pretend to be a person.
Target: Self and a Spirit. Note that this power DOES NOT work with Greater
Demons, Fae, or other such "alien" entities. However, such entities usually
have their own means of communicating with the denizens of the material
plane.
Range: .
Duration: .
Test: .
Effect: Your character and the Spirit may converse freely as if each was
speaking in their own native language. As far as observers can tell, your
character is speaking gibberish. Afterwards, Observers will be unable to
precisely remember what your character said. Attempts to make
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contemporaneous records of your characters communications with Spirits
will fail. Written records will appear accurate, but the observer will
subsequently realize that it is not a perfect representation of what was said.
Mechanical and electrical recordings register garbled nonsense at best.

Read the Hidden Mysteries


Your characters senses extend beyond those available to ordinary
mortals. By concentrating, she can read lingering psychic impressions left on
an objector even a living being (or an undead one). All that is required is
that she make and maintain physical contact with her subject for a few brief
seconds while in a light trance. These impressions rush to the holy warrior in
a sudden torrent, although for holy warrior, they may seem to drag on for
minutes, hours, or even longer. The experience can be disorienting, to say
the least. Although the holy warrior usually intuitively knows the meaning of
the strange flashes of insight provided by these readings, they are often
difficult to explain to others.
Digging Deeper
Sometimes, the first impression to surface is not the one that the Giftuser is interested in. In these situations, the Gift-user may dig deeper. This
process requires considerably more time and concentration than a surface
reading, but can provide valuable results.
Doing a deep reading is like peeling an onion. The Gift-user must slowly
dig through the impressions left on an object or person. She may examine
each in as much detail as she likes. However, before she may read a deeper
impression, she must first suppress the current one, and the deeper she
goes, the more difficult this becomes.
This process is not without risk. If the impressions received by the Giftuser are extreme or disturbing, she will have to test to resist Degeneration
although all difficulties are reduced by 3.
Reading objects
When reading an object, a Gift-user will first recover the strongest
emotional impression associated with it. For example, a stuffed bear might
reflect the heartbreak of a teen who cradled it after a breakup, a wedding
bouquet the joy of the bride, or a jewelers box the excitement of a man
about to propose. Acts of passion or violence leave particularly strong
emotions. Thus, a nightstand might carry the residue of a passionate tryst
carried on in the adjacent bed, or a rag might carry the residue of hate
stemming from its use to clean a murder weapon.
If there has been no overwhelming emotion associated with an object
for the past several years, the object might instead reveal flashes of insight
regarding its long-term owner or handler. For example, a desk might carry
the intense concentration of a student, or a rosary the faith of its owner.
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Objects with no associated strong emotions and no long-term handler
will instead simply reveal flashes of insight regarding whoever has handled
the object most recently.
Reading Creatures
Reading a creature again requires a simple contact. However, fully skin
contact is necessary; merely touching the targets clothes is not enough. The
target does not necessarily know that the Gift-user is taking a reading.
However, as a practical matter it is usually impossible for a Gift-user to take
an extended reading without the subject realizing that something strange is
happening, if for no other reason than the fact that taking an extended
reading requires intense, prolonged concentration.
Reading a creature usually simply reveals the last emotionallysignificant event happen to that creature. However, the Gift-user may
instead focus in on a specific timeframe.
Action Details
Action: Extended (1 Turn per test). If targeting a creature, Contested.
Cost:
Target: Item or creatures.
Range: Touch
Duration: The impressions rush to the Gift-user in a single moment.
Test Pool: (Morality + Vision of God + Occult: Theurgy). If targeting a
creature, versus targets (Morality + Centering + Discipline Resistance:
Closed Mind).
Modifiers:
+1
Has successfully read the target before (items only)
+/
Emotion is recent and intense
- 0
-1
Emotion recent but mild, or old and intense (dusty family
heirloom in an attic chest)
-2
Emotion shallow or long-forgotten (a leisure suit found at a
secondhand clothing store)
-3
Emotion is disconnected or spiritually muted (a set of keys
found several weeks ago)
-3
Each impression being suppressed
1
Each 24 hours that has passed (when focusing on a specific
timeframe) (creatures only
varies Environmental modifiers apply
Effects: Vary by Successes (see below). Everything is witnessed from the
subjects perspective.
1 Success Strongest emotion associated with the relevant incident or
period
2
A jumble of still images and sounds with associated emotions
3
A well-ordered but incomplete set of scene excerpts missing
fragments of sensory or emotional data.

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4

Excerpts of relevant scenes, with full sensory input and all


emotional subtexts.
5+
Each additional success extends the time periods shown
Critical Failure: Grab-bag of believable but false results.

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

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recognizes creature types she has seen before. She may make an
appropriate Occult test to identify others. Any Successes after the first
provide a bonus to a subsequent Occult Test to identify the creature type
(see p. 123).
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.
Target: Anything that might have an aura.
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).
Effect: For each Success, your character may ask one of the following
questions:
What is your strongest emotion (that youve not already told me about)
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.
Note: While using this power, incur a -2 modifier to all other non-resistance
Tests.

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

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Astral Speed. Where Auspex would be used in a Test Pool, use Vision of
God instead. For more details on these Abilities, see Special Traits
relevant when projecting, p. 287.
Note: While perceiving the Astral Plane, -2 to all actions on either plane.

Follow the Trail of Evil


At this level of mastery, your character can detect the distortions
caused by evil creatures as they move through the world. Doing so is easiest
with creatures whose auras your character has already read, however it is
possible to simply read an area for traces of "evil". Once a trail is found, it is
easy to follow. The trail insinuates itself into your character's perceptions of
the world, and can be perceived with all 5 senses. Each character perceives
the trail differently, but most agree that the trail itself is profoundly
disturbing.
Of course, finding and following the trail is only half the difficulty. When
following a trail, your character has no idea where it is taking her. Oh, it
could lead to the private defenseless home of her quarry. But it could just as
easily lead to a heavily fortified stronghold.
Finding the trail
Action: Complex. After the test, your character must spend 10 minutes
intensely concentrating on the area. She does not get her results until the
end of this period. This period may be reduced (see below).
Target: Your character may look for a specific character's trail, but only if
she has previously read that character's aura. Alternately, she may look for
all "evil" creatures. This will pick up creatures that are either supernatural or
have Morality < 5.
Range: Initially, this power will only detect trails in an area with a radius in
yards equal to your characters Intelligence + Wits + Resolve. This radius is
centered on your characters position when she first starts using this power.
Duration: Searching for a trail requires 10 minutes, - 1 minute per Success.
Once found, your character perceives the trail for 10 minutes.
Test: (Morality + Vision of God + Occult: Theurgy) versus targets (Morality
+ Centering + Discipline Resistance: Closed Mind).
Effect:
Your character finds the target trail(s). If a character passed through an
area more than once, your character finds only the most recent trail.
If the target is awake, your character can perceive the trail and its
direction; that is, which way the target was moving along the trail. If
the target is not awake, your character is aware that there is a trail,
but cannot perceive or follow it.
Modifier:
+
/- 0
Target in line of sight when tracking started.
1
Target was here within last 10 minutes.
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2
3
4
5
6
1
3
6

Target was here within last hour.


Target was here within last 2 hours.
Target was here within last 6 hours.
Target was here within last 24 hours.
Target was here within past week.
per additional week.
Target creature is a human with low morality rather than a
supernatural creature.
Your character is generally searching for evil trails.

Following the trail


Action: Complex; no need to spend the 10 minutes.
Target: A trail that your character is currently following. This power only
works if the target is awake.
Range:.
Duration: For each Success, your character may perceive the trail for 10
additional minutes.
Test: Morality + Vision of God + Occult: Theurgy.
Effects: If the target is awake, your character is aware of the trail's direction;
that is, which way the target was moving along the trail. If the target is not
awake, your character is aware that there is a trail, but cannot perceive or
follow it.
Modifiers: As per the test to follow the trail.

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.

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Use
Action: Reflexive.
Cost: .
Target: A supernatural creature.
Triggers:
A supernatural creature attacks your character.
Your character attacks a supernatural creature.
Note that this power is not triggered by use of supernatural powers; it
requires a physical attack.
Range: As per attack.
Duration: Effects last 1 scene/ hour.
Test: (Morality + Occult: Theurgy + Wrath of God) versus targets (Morality
+ Centering + Discipline Resistance: Blood Magic).
Effects:
Supernatural creatures Discipline Cap for Physical powers is reduced
by the Gift-users Successes.
This power takes effect immediately before the triggering attack. Thus,
for example, if your character attacked a supernatural creature, and
that creature was using a power that grants armor, the armor could be
reduced before your character's attack was resolved.
May only trigger once per Turn per supernatural creature.
Stacking: The effects of this power stack. Thus, if your character obtained 1
Success against a target in each of 5 Turns, that targets Discipline Cap for
Physical Disciplines would be reduced by 5.
Critical Failure: If your character critically fails any Test to use this power, it
prematurely deactivates.
Note: For the avoidance of doubt, if a supernatural power can be targeted
by Grace of God, it is not affected by Wrath of God.

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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.

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Key Trait Concepts


Introduction
These concepts apply to many different kinds of Traits, although most
appear most frequently with Abilities.

Experience Point Multipliers (or XP Multiplier or XPM)


This represents how difficult it is to gain a Dot of a Trait. Generally, the
XP Cost of a Trait is New Dots XP Multiplier.

Categories and Subcategories


Some Traits require you to select a Category of specialty. Different
categories of the same Trait function as different Traits. You may purchase
these Traits multiple times, selecting a different category each time. For
example, Performance: Drums and Performance: Guitar are different
Abilities, even though they are both grouped under Performance. Similarly,
Status: Camarilla and Status: Sabbat are different Backgrounds, even though
they are both grouped under Status. Some Traits have multiple tiers of
categories. For example, the Ability Lore: Supernatural Creatures: Wraiths.

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.

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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.

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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

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to be a brief unimportant scene for one character might be long and critically
important for a second.
For purposes of some supernatural powers, it is necessary to artificially
split scenes by length. Powers with the duration scene/ 10 minutes either
last 10 minutes or until the scene naturally ends, whichever comes first.
Similarly, powers with the duration scene/ hour either last an hour or until
the end of the scene. Ultimately, the Storyteller decides when scenes end for
purposes of these powers.

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
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situations, but such petitions must be made in advance. And will most likely
be denied.
Non-standard Test Pools in Montreal in Darkness
Our game is much less tolerant of non-standard test pools than is
World of Darkness. This is not because we dont want you to have fun. It is to
ensure that the game is fair for all players.
First, many scenes in our LARP occur without a Storyteller. In these
scenes, it is crucial that the rules be absolutely clear to all participants. If
everyone present is okay with your non-standard test pool, you can use it.
Otherwise, absent specific Storyteller permission, you should use the test
pool in the rules.
Second, our game features much more conflict between player
characters than is envisioned by World of Darkness. Many test pools are set
for balance reasons. So when your character is in conflict with another
character, Storytellers are unlikely to let you use a non-standard test pool,
even if it makes more sense. Whereas when fighting non-player characters,
Storytellers are more likely to let you do something because it is awesome or
fun, even if it is not precisely balanced.
However, sometimes, you will not know who your character is in
conflict with. Sometimes, simply telling you that your character has bumped
up against another characters interests would ruin the plans of that other
character. Accordingly, unless it is absolutely clear that you are not fighting a
player character, Storytellers usually will not let you use non-standard tests
pools.
Third and finally, Storytellers use standard pools to make it easier for
them to ensure that the game rules are always the same. The game usually
has at least four Storytellers, and most Storytellers only serve two or three
semesters. We want to make sure that, to the greatest extent possible, the
rules work the same no matter which Storyteller youre working with.
Using multiple Abilities in a single Test Pool
World of Darkness has a hard-and-fast ruleTwo Skills are never
combined to form a single dice pool. We follow this rule. Usually.
We do, however, use a few exceptions. Usually involving Lore. For
example, when your character drives from one place to another, the
Storytellers will usually ask you to test with Dexterity + Drive to determine
when you arrive. However, if you have a Lore representing knowledge of the
city or its streets, the Storytellers usually allow you to add that to your pool.
After all, the more your character knows about the city, the quicker shell get
there, regardless of her Drive. Similarly, when performing downtime actions,
you may add an appropriate Lore to your characters test pool.
However, these exceptions only apply in very specific circumstances,
and never in combat.

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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.

Many supernatural powers grant additional benefits as you obtain additional


Successes.

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

If your character obtains 0 Successes on a Test, she risks Critical


Failure. To determine whether a Critical Failure occurs, roll a single d10.
Die
Roll
10
29
1

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.

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Consequences of Critical Failure
The precise consequences of Critical Failure vary based on the
circumstances. Some actions have predefined Critical Failure outcomes,
particularly supernatural powers. However, most do not. Instead, the
Storyteller crafts an appropriately catastrophic outcome.
For example, if your character was testing to fire a gun, perhaps she
drops her gun. Perhaps the gun jams, or its barrel explodes. Or perhaps she
missed her target and accidentally hit a nearby ally. Similarly, if your
character was attempting to hack into a rivals computer, she might
accidentally reveal her identify or even damage her own computer system.
Finally, players of Montreal in Darkness have learned that Critical Failure it is
a Very Bad Thing when your character is attempting to create explosives
particularly incendiaries.

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

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would just make their own attack. By contrast, a Storyteller probably would
let a group of characters work together to perform first aid.

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.

Basic types of Actions


Complex Actions
Complex Actions are actions where your character has just enough
time to act deliberately. In character, these actions usually take about 3
seconds, although they can take longer in special circumstances. They are
resolved with a single Test and their results are usually (but not always)
immediately obvious. The precise results of a Complex Action will, of course,
vary based on what it is that your character is trying to do. Examples of
Complex Actions include removing an item from an inside pocket, attacking
someone with a sword, or picking yourself up off the ground. Most
supernatural powers require a Complex Action to use.
Note that Complex Actions are not the same as the Instant Actions
used in World of Darkness. Instant Actions are tied to Turns, and include all
actions that take up to three seconds. By contrast, Complex Actions are not
tied to Turns, and take three seconds or more. Or, put another way, Complex
Actions usually require 6 Initiative Passes, and sometimes take longer.
That said, in most cases, when converting Instant Actions from World
of Darkness for use in our system, we treat the action as a Complex Action.
Reflexive Actions
These actions require little or no conscious thought. Characters may
perform them at any time. Think blinking, clearing your throat, and dropping
something. These actions rarely directly impact other characters.
Simple Actions
These actions do require conscious thought, but as soon as your
character has thought about them, theyre done. In game time, these take
about half a second. Think pulling the trigger of a gun. These actions rarely
appear outside combat. Simple Actions require 1 Initiative Pass. This type of
action does not appear in the World of Darkness.

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Extended Actions
As per World of Darkness, pp. 12729.

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

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sufer one Level of Damage. Seeing the bars beginning to give way, Tom
smiles, and pulls back his hammer to swing again.
For examples of items with Durability Ratings 1, 2, and 3, see World of
Darkness, p. 135. Otherwise, these rules supplant those listed under
Durability in World of Darkness, p. 135. An attack that does Aggravated
Damage specifically does not reduce an objects Durability to 0 for purposes
of resisting that attack.

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).

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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.

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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.

Summary of the project process


Projects have four stages:
1) Talk to the Storytellers
2) Get a plan
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3) Execute the plan
4) Debug

Step 1: Talk to the Storytellers


Before pursuing any project, you should talk to the Storytellers about it
to make sure you are all on the same page.

Step 2: Get a plan


Projects work most efficiently when characters work from a plan.
Characters have a choice of three basic approaches here. First, they can
create the plan themselves, using the planning test mechanics outlined
below. Second, they can obtain a plan from some other source. Third, they
can omit the plan and try to work everything out on the fly. Once characters
have a plan (or have decided to do without) they can carry it out using the
Execution Test mechanics below. The Execution Test determines how long the
crafting process takes. For objects produced according to a plan, the objects
rating equals the plans rating.

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.

Step 3: Execute the plan


Actually creating something requires an Execution Test. Execution Tests
are standard Extended Tests, with thresholds and test intervals set by the
Storytellers. If the group is making more than one object, and the objects are

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similar, extra Successes from one Extended Test may be carried over to
another Execution Test, Debugging Test, etc.

Working with a group


When working with a group, each group member separately rolls an
appropriate pool, and adds their Successes toward reaching the threshold.
However, each group member incurs a (# of participants 1) modifier.
Thus, if there are four characters working on an Execution Test, each incurs a
-3 modifier to their tests, and each may contribute Successes toward
meeting the tests threshold. Note that this approach differs from the normal
Teamwork rules.

Working without a plan


When working without a plan, the rating of the final product is equal to
the smallest number of Successes obtained on any stage of the Execution
Test. This means that if the crafter obtains 0 Successes on any stage of the
Execution test, the final product will have a rating of 0 and will not work.

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.

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Other Considerations
Tools

Most projects require special tools. See Tools, p. 261.

Time

The time necessary to complete a project is determined by the


Storytellers. If you are working on the project as a downtime action,
Storytellers may express the time required in terms of Time-Intensive Actions
(see p. 431). Time-Intensive Actions spent working on projects reduce the
number of Time-Intensive Actions available to perform Influence Actions.

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.
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Special rules for computer programs


Coding computer programs is run as per other projects. Computer
programs run-times are measured on a sliding-scale chart ranging from
'microseconds' on the small end to 'heat-death of the universe' on the high
end. The smallest 'base time' is 5 microseconds. Each step up the chart
multiplies the base time by 20. Programs actually require time = (base time)
(Program Rating). The Storytellers will assign your program an appropriate
base run-time based on what it is that you are trying to do.

Security
These rules are intended to abstract the process by which characters
establish (and penetrate) security systems surrounding facilities and
characters.

When these rules apply


Haven Security (and security for other facilities that use the rules for Havens)
The security system of a facility applies against any and all attempts to
force entry. It also applies against attempts to spy on the facility itself or
those entering and exiting it. Thus, for example, the security system of
Elysium would have a chance to notice nasty Sabbat members trying to
monitor who entered and left the building.
Personal Security
First and foremost, your characters personal security system protects
against any attempts to follow her. It also protects against attempts to
monitor or record her as she goes about her daily routine. It does not protect
her from being monitored or recorded should she go to a place being actively
monitored by someone elses security system. Thus, for example, your
characters personal security system will not prevent her from being
monitored when going to a bank.
Typically, it comes into play when one character attempts to follow
another home from a common gathering spot.

Describing security systems


Under these rules, each security system boils down to four things.

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First, how much money is being spent on the system. This is


represented by Dots of Haven Security or Personal Security, as
appropriate. These ratings usually run from 1 to 5, although higher
ratings are possible.
Second, how strong is the security system overall. This is represented
by a Security Rating. This rating usually runs from 1 to 15, although
higher ratings are possible.
Third, a list of special characteristics and capabilities of the security
system.
Fourth, an optional description of how the system works. As you will
see below, this description has a minimal impact on the actual
effectiveness of the security system. Instead, it is intended to serve as
a storytelling aid should other characters ever encounter the system.

Generally speaking, other characters observing your characters


security system from afar will know, at most, pieces of the description of how
her system works. In order to determine additional details, they have to dig a
bit deepergiving your character a chance to notice them.

Designing a security system


Security systems are designed using a modified form of the Project
rules (see p. 261).
Initial assumptions and special characteristics
To be clear, you do not need to worry about countering every madcap
idea that any other player might come up with. These rules are designed so
that what matters is the dice pools of the characters, rather than the
creativity or deviousness of players.
Similarly, you do not need to worry about listing defensive measures
tailored to specific supernatural capabilities. Instead, in the list of the plans
special characteristics, simply note your characters Lores. For each type of
supernatural creature, if your character has at least 2 Dots of the relevant
Lore, she is assumed to have taken all precautions necessary to protect
against supernatural powers available to that type of creature.
When designing a security system to protect a particular character (IE,
Personal Security), you should make a note of all relevant capabilities that
are (or can be) incorporated into that system. Sample capabilities include the
following:

High Dots in Abilities such as Athletics (outrunning pursuers or evading


through terrain most would be unable to follow through), Drive (for
evasive driving), Stealth (for evading tails), Subterfuge (for disguise),
etc.
Supernatural powers
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Relevant Merits, such as Fuzzy Reflection, Lucky, Stunt Driver, etc.

These rules do are indifferent to the in-game mechanics of how the


security system works. Two security systems with the same budget, Security
Rating, and special characteristics will be equally secure. For example,
perhaps one system uses lots of minions to watch cameras. If so, the system
undoubtedly includes some methods of making it more difficult for would-be
intruders to suborn those minions. Or perhaps it uses advanced patternrecognition algorithms, in which case there would be redundant power
supplies and limited opportunities to remotely access the relevant server.
Write-up
Before your character makes her Planning Test, you may submit a
write-up describing your characters security system. This write-up is
optional, however if you do not submit one, the Storytellers have free reign
to define how the system works. This write-up need not be comprehensive.
The point of the write-up is to provide the Storytellers with enough
information that they can run scenes for players whose characters are trying
to penetrate the security system. Based on the quality of your write-up, the
Storytellers may a bonus of up to +2 on the security systems Planning Test.
This bears restating: the point of the write-up is purely to give the
storytellers something to work with if they have to run scenes involving the
security system. You should not attempt to methodically detail your security
plans. Attempts to do so will provide no benefit. In fact, they will be ignored
entirely. To reiterate, THE STORYTELLERS CAN AND WILL DEVIATE FROM
YOUR WRITE-UP WHEN RUNNING SCENES INVOLVING THE SECURITY SYSTEM
FOR ANY REASON OR NO REASON AT ALL.
THE OVERALL EFFECTIVENESS OF YOUR SECURITY WILL BE
DEPENDENT ON THE RELEVANT DICE ROLLS, NOT THE WRITEUP.
Planning Test
Make a Planning Test as usual, using your characters Intelligence +
Security + (Haven Security or Personal Security, as appropriate) + Modifiers.
As usual, your character does not immediately know the plans rating. See
Planning Test, p. 263.
When making a Planning Test for one of these security systems, your
characters Intelligence + Security is capped at her Modernity. Thus, for
example, if your character had Modernity , even if she had Intelligence
and Security ; that portion of her pool would be capped at 5.
However, if your character is working as part of a team on designing the
security system, this Modernity cap does not affect how many other
characters may contribute to the Test Pool, nor does it affect the other
characters pools. See Teamwork, p. 251, for details.

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Execution Test
Security systems do not use the standard project Execution Test.
Generally, implementing any security system requires at least one Personal
Action. As the systems budget and Security Rating increase, so does the
complexity of implementation.
Ultimately, the precise means required to implement a security system
are up to the discretion of the Storytellers. Generally, securing a facility
requires specialized construction skills and can take weeks or months.
Usually, characters use Influence: Industry: Construction to expedite the
process. Similarly, many security systems require one or more minions to
help out. Finding and recruiting candidates can be time consuming. Again,
talk to the Storytellers.
Establishing a security system for a person is generally less
complicated. Your character may still need to hire some minions, plant some
cameras, and do some practice runs, but she can usually get everything up
and running in a single Game Cycle.
Your character does not discover her security systems Security Rating
until its implementation is halfway complete. That is, security systems are
treated as intangible things rather than tangible objects. See Planning Test,
p. 263.
Debugging
Once your character has finished implementing a security system, she
may debug it, using the usual Projects rules. See Step 4: Debugging, p.
265. Generally, upgrading a facility to reflect changes to its security plan is
fairly simple, but you should talk to the Storytellers to figure out what,
precisely, is required.

Penetrating a Havens Security System


Step 1: Analyzing the System
Test Pool: Intelligence + Security
Action: Extended. Threshold = target security systems Security
Rating.
While performing this Extended Action, each time you roll dice (or
throw rock-paper-scissors), compare your successes on that roll (or throw)
against the systems Haven Security. Unless Successes > Haven Security,
the security system notices the attempt to analyze it and adjusts accordingly.
Lose half of the accumulated Successes.
Step 2: Breaking in
At any time, your character may cease your efforts to analyze the
security system and attempt to force entry. Entering the haven is a series of
Extended Tests against various obstacles. The Storyteller will customize the
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obstacles to fit the description of the havens security system. The Test
Pool(s) necessary to overcome these obstacles varies by the nature of the
obstacle.
The threshold to pass each of these obstacles is (Haven Security 3)
+ Security Rating your characters accumulated Successes in analyzing the
security system. On any roll (or throw) made during any of these Extended
Actions, unless your characters Successes > Haven Security, the security
system notices her.
If you are using supernatural powers to assist your break-in, and the
security system does not take those powers into account, the threshold is
reduced by Haven Security 2. Recall from above that if the character who
designed the security system has at least 2 Dots of the insider Lore for a
creature type, she can design the system to account for supernatural powers
used by that creature type. For more details about Lore, see p. 103.

Breaking through a characters Personal Security


Step 1: Analyzing the System
Test Pool: Intelligence + Security.
Action: Extended. Threshold = Security Rating of the targets Personal
Security system.
While performing this Extended Action, each time you roll dice (or
throw rock-paper-scissors), compare your successes on that roll (or throw)
against the systems Personal Security. Unless Successes > Personal
Security, the security system notices your attempt to analyze it and adjusts
accordingly. Lose half your accumulated Successes.
The time period required for each Test in this Extended Action does not
follow the usual pattern. Instead of making one Test for every pre-determined
time interval, you make one Test each time your character is able to monitor
or follow the target as she goes about her business.
Step 2: Following him home.
It is not enough to penetrate the targets security system. You still
must be able to actually follow him. To do so, your character will have to
overcome each special capability included in his personal security system.
Thus, for example, if he is a very good defensive driver, your character will
have to successfully keep up with him on the highway. Or if the target uses
supernatural powers to change his appearance, your character will have a
way to keep track of him, notwithstanding these changes. Or course, if at
first your character does not succeed, she can try again later.
If your character does successfully break through the targets system,
and manages to deal with all the special capabilities he uses as part of that
system, she is able to follow the target to wherever he is going. Thus, for

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example, if attempting to follow your target after he leaves Elysium, your
character could discover your targets Haven.

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
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information from this confusing jumble. Specifically, a characters aura can
reveal her creature type, whether she is currently using a supernatural
power, and her current emotional state. Auras also reflect whether or not
their owners are currently suffering from any derangements, and if so their
severity. Finally, the auras of vampires reflect whether they have recently
committed diablerie. See Diablerie, p. 335.
Ordinary humans may not perceive auras. Kindred may do so by using
the Discipline Auspex : Aura Perception (p. 186). Those with True Faith
may do so using Vision of God : Aura Perception (see p. 232). Spirits can
perceive auras. As for other supernatural creatureswe leave that to the
Storytellers.

The Astral Plane


Note: This description of the Astral Plane has not been formally
adopted by Montreal in Darkness.
From time to time, your character may find herself on the astral plane.
Typically, she projects only her consciousness there via a supernatural power
like Auspex : Astral Projection.
Of course, there are other ways to get to the astral plane. There are
dark rumors that some entities can even send someone there mind and
body, leaving them stranded with no source of sustenance in a strange and
alien world until the entity takes mercy on them and sends them home.

Take a look around you


A strange new world
The astral plane is a world separate and parallel to the material world.
It is inhabited by a wide array of entities. Most are Spirits, ranging from the
lowliest object spirits to the massively powerful and inscrutable Spirits of
cities and even countries. However, the astral plane also plays host to a
variety of transient or displaced entities, including astrally projecting
vampires, ghosts, Fae, powerful demons, and things stranger still.
From the astral plane, the material world is visible as if seen through a
hazy pane of glass. Living things stand out due to their auras, which nonliving things are visible as a pale reflection of their material forms. Even the
Earth itself is visible from the astral plane, pulsing lightly with a faint aura of
its own.
Of course, all of these descriptions are merely illusions. The astral
plane itself is not something that can be seen, heard, tasted, felt, or touched.
It can be experienced only through the mind. Naturally, those who do

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perceive the astral plane interpret it in terms familiar to them, but no two
people perceive the astral plane in the same way.
Talking to the locals
While on the astral plane, your character may communicate to other
astral entities using any language your character knows. Unfortunately,
many inhabitants of the astral plane do not speak any mortal language. Or if
they do, they choose not to answer. One workaround to this problem is to
attempt to communicate via Auspex : Telepathy. However, few astral
entities appreciate that kind of mental intrusion.
Appearances are everything
A character using Auspex : Astral Projection does not bring her
inventory with her. Instead, she appears on the astral form as an idealized
self-image. That is, her astral form reflects her own, internal conception of
her being. For example, a loyal member of Clan Tremere may appear in
flowing, formal robes, while a paraplegic Malkavian researcher might appear
as a specimen of perfect physical health, dressed in a white lab coat, pockets
bulging with instruments. Characters are not locked in to using their
idealized self-image. Indeed, an astrally projecting character may changes
her appearance at a whim.
While a characters idealized self-image might include accessories or
even weapons, they have no effect. Oh, should the character attack another
astral form, her own astral form might even appear to be wielding such a
weapon. However, the weapon would provide no mechanical benefits, and
would just reflect the characters internal imagining of her own force of will.
That said, there are rumors that some enchanted weapons or tools do persist
on the astral plane. If such artifacts exist, they would be extremely valuable.
If a character somehow manages to be bodily transported to the astral
plane, she will appear exactly as she did in the material world, and may not
change her appearance. Objects taken with her will have no more effect than
they would had she had them on her body when using Astral Projection.
Manifesting
A character using Auspex : Astral Projection may Manifest in the
physical world. When she does so, she appears as a ghostly, translucent
image, retaining her astral form. While manifesting, a projecting character
perceives events on the material world as if she was there in body and may
even speak. Should she choose to speak, her words will be heard by all those
who can perceive her, regardless of distance or hearing impediment. She
may not discriminate between recipients; words spoken to one are heard by
all. Manifestation is of the mindneither the image nor any sound it makes
will register on any mechanical device or sensor.
Characters bodily transported to the astral plane may not Manifest
unless they have Astral Projection.
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While you were out
While a character is using Auspex : Astral Projection (or otherwise
projecting onto the astral plane), her empty body remains behind. Vampires
appear to be in torpor, while mortal humans appear to be in a coma. The
character is unaware of the state of her body and its surroundings. If,
however, her body suffers such severe injury that she is forced into torpor or
a coma, she loses consciousness and her unconscious astral form moves
back toward her body via Fast Movement (see below) at its highest possible
speed. This occurs regardless of whether her physical body was injured or
whether she was injured via astral combat. Note that she can still be
attacked while fast traveling back to her body.
If a vampire using Astral Projection remains on the astral plane after
sunrise, she must test as per usual to remain awake during the day. See
Daylight Activity, p. 311. Should a projecting character fall asleep, her
consciousness will return to her body as if she had entered torpor. For
purposes of determining when sunrise occurs, use the location of the
characters physical body, not the position of its astral form. If a projecting
vampire manages to remain on the astral plane all day, her body
automatically consumes 1 Vitae point for sustenance at sunset.
While using Astral Projection, a vampire may not spend Vitae points for
any purposes besides sustenance.
More distant places
There are other, more distant worlds than the astral plane. Little is
known about these metaplanes, save that they exist, and that they are the
homes of some types of Spiritsand creatures more alien still.
The Spirit Realms: Experts on spirits say that there are realms
beyond the astral plane from whence certain spirits come. It is not clear
which spirits have such realms or why, only that the realms exist.
The Underworld: The Giovanni speak of plane called the
Underworld, home of the ghosts (or Wraiths, as they call themselves). It is
said to be a strange, containing reflections of the real world not only as it is
now, but also as it once was.
The Courts of the Fae: It is said that the Fae are but visitors to our
world, and that they have realms of their own which they return to. Little is
known of these realms, save that they are places no sane denizen of this
Earth would care to visit.
The Hells: It is known that, from time to time, powerful demons
escape into our world. No one knows where exactly they come from.
Researchers have had few opportunities to interview them. However, those
who study them conclude that wherever they come from is profoundly
unpleasant.
Others: We encourage Storytellers to devise other metaplanes as
appropriate for their stories. As a general rule of thumb, any powerful type of
entity should have a place to call home. A place that is very likely extremely
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alien to players characters. We find that Shadowrun has many particularly
useful ideas for dealing with metaplanes.

Things round here work differently than what youre used to


Special Traits relevant when projecting
The astral plan requires different skills and reflexes than does the
material world. Even the most experienced Kindred must retrain themselves
for the new environment, relying on mental agility and force of will rather
than lesser, material characteristics. Familiarity with acting on the astral
plane is represented by several special Abilities: Astral Combat, Astral
Navigation, Astral Tracking, and Astral Evasion. In addition, characters may
improve the ease with which they move through the astral plane by purchase
Dots of the Merit Improved Astral Speed (see Appendix I: Merits & Flaws, p.
Error: Reference source not found).
Supernatural Powers
While on the astral plane, a Kindred may not use any Disciplines
besides Auspex. Auspex may be used on targets on the astral plane as per
usual. However, using Auspex against a target on the material plane costs 1
Willpower Point, in addition to any usual costs.
Movement
Astral Speed: (Wits + Intelligence + Resolve + Increased Astral Speed)
(Auspex + 1).
Fast Movement: Between 5 and 10 normal speed.
Normal movement: While on the astral plane, your character
normally moves much more quickly than normal. Most Kindred refer to their
speed of movement as the speed of thought. However, this speed is
measurable. Specifically, a characters Astral Speed is (Wits + Intelligence +
Resolve + Increased Astral Speed) (Auspex + 1). A characters Astral
Speed is the maximum number of yards she can travel in a single turn while
moving normally on the astral plane. While moving normally, a character on
the astral plane may perceive the material world, and may also perceive and
interact with objects and entities on the astral plane. Note, however, that a
character on the astral plane normally cannot interact with characters in the
material world.
Fast Movement: Sometimes, even the speed of thought is not
enough. Characters on the astral plane may choose to move much more
quickly than normal, however there is a trade-off. While using fast
movement, characters may only perceive and interact with objects and
entities that are also on the astral plane and are also using Fast Movement.
When using Fast Movement, a character must move a number of yards per
turn between 5 and 10 her Astral Speed.
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Astral Barriers: While on the astral plane, characters may not pass
through living things, other astral entities, undead creatures, or the Earth
itself.
What can be seen, heard, and affected
While on the astral plane, your character may perceive astral entities
and events that are within 10 Astral Speed yards. She may perceive
events on the material plane as if she were physically located in the spot on
the material world that corresponds to her location on the astral plane.
Combat
Combat on the astral plane works differently than it does in the
material world. Your character may attack astral entities that are within Wits
+ Auspex yards. The Test Pool for attacks is Intelligence + Astral Combat
versus the targets Wits (or Force, for Spirits). For each of your Successes,
the target loses 1 Willpower Point. Once the target runs out of Willpower
Points, she instead takes Aggravated Damage. If your character does not
have Astral Combat, she may roll just Intelligence at the usual penalty for
unskilled use. See Unskilled Ability Use, p. 69. Astral entities may not
attack targets on the material world.
Tracking & Evasion
From time to time, a character on the astral plane will find themselves
chasing something. It could be another astral form. Or, more frequently, it
could even someone or something on the material world. After all, astrally
projecting Kindred often find themselves attempting to follow moving
vehicles.
Keep in mind that astral forms can always use Fast Movement to try to
escape quickly.
Action: Extended and contested, 1 Test per Turn. The winner is the first to
accumulate Successes equal to the others Astral Speed 10 (round up).
Test Pool: Intelligence + Astral Tracking - 1 versus quarrys Wits + Astral
Evasion. If the quarry is on the material world, they must default to Stealth,
unless they are deliberately attempting to evade astral entities.
Modifier: If one side is faster than the other, whoever is faster gains +1 for
every 6 by which their Astral Speed exceeds the others
Effect: If the pursuer wins, she catches the quarry (or is able to follow him
as long as she wants). If the quarry wins, he loses the pursuer. When pursing
a quarry on the real world, your character automatically succeeds if her
Astral Speed is at least twice the quarrys speed.
Defaulting: May default from Astral Tracking to Investigation at 3.
May default from Astral Evasion to Stealth at 3.

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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.

Basics distance, consciousness, and damage


While possessing a host, a character may travel as far from her real
body as she desires. She may end the possession at any time. The possessor
immediately returns to her real body when:
o
She chooses to end the possession. She may do so at any
time.
o
The host body falls asleep, falls unconscious, falls into a
coma, or dies.
When possessing a host, a possessor feels all sensations felt by the
host body. Pleasure, pain, inebriationeverything. Indeed, for many
supernatural possessors, this is the most alive they ever feel. Any injuries
inflicted on the host body are also suffered by the possessors real body. No
matter how much damage the host suffers, the possessors real body will not
die. At most, it will enter torpor or a coma (as appropriate).
When a possessor returns to her own body, the host immediately
regains control.
Vampires
While possessing a mortal body, vampires must still test to remain
awake during the day (see Daytime Activity, p. 311). For purposes of
determining when sunrise occurs, use the location of the characters physical
body, not the possession of the host. If the characters physical body has
been destroyed, instead use the location of its destruction.

The hosts experience


While being possessed, a host remembers nothing about what
happened. They simply wake up after-the-fact with a gaping hole in their
memory. Needless to say, this can be profoundly disturbing. Storytellers are
encouraged to play up this fact.

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While you were out


While possessing another, a characters empty body remains behind.
Vampires appear to be in torpor, while mortal humans appear to be in a
coma. The character is unaware of the state of her body and its
surroundings.
If her real body suffers such severe injury that she is forced into torpor
or a coma (as appropriate), she becomes aware of that fact but does not
immediately return to her real body. She may remain in her host body,
although vampires stuck in a mortals body will still have to test to stay
awake during the day (see Daytime Activity, p. 311). A vampire trapped in
a mortal body may not be re-Embraced; if a possessed mortal is Embraced,
the possessing vampire dies. If a character fails to stay awake, she will
immediately return to her real body.

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.

Whose Dots to use?


Generally, while possessing a subject, use the hosts physical
characteristics and the possessors social and mental characteristics.
Attributes
Use the hosts Physical Attributes, and the possessors Social Attributes
and Mental Attributes.
Abilities
Generally, use the possessors Abilities. Use the average (round up) of
the hosts and possessors Physical Abilities, such as Archery, Athletics,
Brawl, Build/ Repair, Crafts, Crossbows, Drive, Firearms, Mechanic,
Performance, Weaponry, and other similar skills that draw heavily on muscle
memory. For Heavy Weapons and Pilot, use the possessors Ability.
Merits and Flaws
As described in the write-up for the Merit or Flaw. See Appendix I:
Merits & Flaws. Note that Montreal in Darkness uses slightly different rules
here.

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Backgrounds
Generally, apply the hosts Dots when dealing with those who do not
know about the possession, and the possessors Dots when dealing with
those who do. However, this is very situational.
Disciplines
Use the hosts Physical Disciplines (Celerity, p. 188; Fortitude, p. 200;
Potence, p. 210; and Protean, p. 215). Note that ghouls may not learn
Protean, making it extremely unlikely that a possessor will ever use it.
Vitae

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
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Humanity (or Morality, as appropriate). In addition, Demons will seek to
remove all of their servants other sources of support. Thus, if your character
signs a pact with a Demon, that Demon will attempt to destroy all of your
characters friends and allies.
Demons are very picky in who they sign pacts with. They want
servants whose moral dilemmas and degeneration will provide them with lots
and lots of delicious misery. As a practical matter, this means that they will
not accept a pact with a character unless that characters player has
consistently demonstrated exceptional roleplaying. Although some Demons
are less picky, those Demons are generally also significantly less powerful.

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.

Vulnerabilities and Immunities


Fire
Vampires are particularly susceptible to fire. Fire inflicts Aggravated
Damage, although this damage may be resisted with Fortitude or appropriate
armor. The size of the fire determines how much damage it does. This
damage may be further increased based on the fires heat.
Damage
1 Point
2 Points

Size
Small
Large

Size of the Fire


Example
Torch; only a part of the body is exposed to flame
Bonfire; half of the body is exposed to flame

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3 Points

Inferno

Raging inferno; entire body is engulfed in flame.


Heat of the Fire

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%+

Intensity of the Sunlight


Example
Light coming through heavy cloud cover; light
filtering through heavy closed drapes; twilight.
Indirect light coming through a window or light
curtains.
Standing in an open field at dawn.
Degree of Exposure
Example
A hand; a small part of the face.
A leg; an arm; the whole head.
Out in the sun wearing thin clothing.

Chemicals, drugs, and poisons


Generally speaking, a Kindred will suffer the effects of any drug,
chemical, or toxin affecting a living creature whose blood the Kindred drinks.
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Generally, any mind-altering substance that affects mortals affects Kindred
who drink from them, even if there is no identifiable mechanism by which the
substance could affect Kindred physiology. This conundrum is right up there
with how does Celerity work? on the list of questions that aggravate
Kindred scientists. Poisons and toxins, however, do not always carry over.
Kindred cannot directly imbibe drugs, chemicals, or toxins not
dissolved in blood. As a result, many simply fail to work when administered
directly to a Kindred body. That said, substances which directly attack flesh
or blood will work against Kindred. This includes not only strong acids, but
also some kinds of snake venom. There are rumors that some Kindred have
discovered other substances that work as well, however if this is true they
are obviously keeping their discovery to themselves.

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:

Ignore all Wound Penalties (see p. Health, World of Darkness, p. 171).


+2 to Composure and Resolve for purposes of resisting supernatural
powers.
+2 on Tests to throw off a mental influence. This also applies to tests to
ignore a Blood Bond.
+1 to Tests using Strength or Dexterity. This does include Close
Combat and Ranged Combat Tests. It has no effect on Derived
Attributes, nor does it provide additional Simple Actions.
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Most Disciplines cannot be used while in Frenzy.


Your character may attack with any weapon she has available,
including firearms. She may not, however, reload a firearm.

Riding the Wave


While in Frenzy, your character may spend 1 Willpower Point to guide
her Frenzy for 1 Turn. Character may not spend a Willpower Point to
automatically gain a new Frenzy Resistance Test.

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)
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Modifiers (Fear Frenzy):
+4
Resisting with a Complex Action (instead of a Reflexive Action)
+2
Provocation at a safe distance
-1
Scorched by fire or sunlight but not immediately harmed
-3
burned by fire or sunlight
Effects: If your character does not get at least 1 Success on each Test, she
immediately fails her Resistance Test and enters Frenzy. As your character
accumulates Successes, she is visibly resisting her Beast. Characters
resisting Anger Frenzy might be shaking with rage, while those resisting Fear
Frenzy might be trembling like a leaf.
Penalty to Non-Resistance Tests: - (Threshold accumulated Successes)
Sample provocations
Anger Frenzy
Thre
shold

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)

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Successe
s
+2

Starving (1 or less Vitae)

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Fear Frenzy
Thre
shold
1 Success Lighting a cigarette
2
Sight of a torch
Successe
s
3
Flashbulb in the face
Successe
s
4
Bonfire
Successe
s
5
Burning building
Successe
s
7
Obscured sunlight
Successe
s
10
Direct sunlight
Successe
s

Example

Altered sleeping habits


Nocturnal impulses
Humanity affects how strong your characters nocturnal tendencies
are. Sunlight aside, there is nothing about a vampires physiology requires
them to adopt nocturnal habits. Strictly speaking, so long as a vampire
avoids direct sunlight, there is no physiological reason why she could not
keep normal business hours. A vampires psychology, however, is a different
story. Specifically, the Beast is highly nocturnal.
Normal sleeping hours
Your characters Humanity determines when she naturally wakes up
and goes to sleep. Times are measured in terms of how long before sunset or
after sunrise your character may stay up before her Beast starts freaking
out.
Humanity
10

Time (hours)
- 1:15

Humanity
5
309

Time (hours)
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9
8
7
6

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.
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Disturbances during your sleep


During the day, it is very difficult to awaken a sleeping vampire. This is
represented by a two-step process. The first step determines whether your
character even notices the disturbance. The second determines whether her
subconscious can suppress her Beast enough to allow her to wake up.
However, sleeping vampires always wake up when injured.
Step 1: Noticing the disturbance
If your character is disturbed while she sleeps, she must first test to
see whether the disturbance is even noticed by her subconscious. Treat this
test as a Reflexive Perception Test for purposes of applying modifiers and
Merits and Flaws. This test is not subject to the usual Humanity cap for
daytime actions. Neither Light Sleeper nor Deep Sleeper apply to this Test.
Willpower Points may not be spent on this Test.
Action: Reflexive.
Cost: .
Target: Self.
Range: Self.
Duration: .
Test Pool: Wits + Composure + Auspex - 5.
Modifiers: As per Perception Tests (see p.395).
Effects: If Successful, your character must make a Humanity Test to see
whether she can force herself awake.
Step 2: Forcing oneself awake
Once your character has subconsciously noticed a disturbance as per
Noticing the disturbance, she must test to wake up. This test uses the
same basic mechanics as Staying awake, p. 311, with a two exceptions.
First, your character stays awake for Successes Turns instead of staying
awake for 10 minutes per Success. Second, your character may not spend
any Willpower Points on this test. Once your character has successfully
forced herself awake, subsequent tests to stay awake are made exactly as
per Staying awake. Your characters actions while awake are limited by the
Test Pool limits described above.
Waking up in this fashion costs 1 Vitae. If your character wakes up,
then goes back to sleep, she must still pay the usual Vitae cost to wake up
that evening. For details on the consumption of Vitae for sustenance, see
Sustenance and awakening, p. 319.
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=254
and for details on the changes.
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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.

While you were out


Healing
As soon as a vampire falls into Torpor, she begins reflexively spending
Vitae to heal her injuries as quickly as she can. This is subject to normal
limits on how much Vitae she may spend per Turn. A torpid vampire may not
spend Points of Willpower, except to heal damage, even if she has a Vitae
Mastery Merit (see Appendix I: Merits & Flaws, p. Error: Reference source not
found).
If a vampire does not have sufficient Vitae to heal all of her injuries,
she still heals one Point of damage for free upon waking up from Torpor.
Sustenance
If able, torpid vampires consume 1 Vitae Point per night for
sustenance. However, torpid vampires do not suffer any damage if unable to
spend this Vitae Point. A torpid vampire will reflexively drink any Vitae or
blood placed in her mouth.
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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:

The test to notice disturbances is made at a -2 penalty.


Once awake, when testing to remain awake, your character
stays awake for 1 Turn per Success, rather than 10 minutes per
Success.
Once your character falls back asleep, she falls back into
Torpor. If, however, your character obtains 5 or more Successes
on any single test to stay awake, she avoids falling back into
Torpor.

For more details about awakening due to disturbances, see


Awakening, p. 317.

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.

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Properties of the blood


Basic Capabilities
Sustenance and awakening
A vampire must spend 1 Point of Vitae per night for sustenance.
Usually, this Vitae is spent when the vampire awakens. If, however, the
vampire has been awake all day, the Vitae is spent at sunset. In addition,
whenever a vampire forces herself awake during the day due to a
disturbance, she must spend 1 Point of Vitae (see Forcing oneself awake, p.
313).
If a character does not have enough Vitae to sustain herself, she does
not wake up. Instead, she incurs 1 Point of Lethal Damage. While stuck in this
state, she will reflexively drink any blood or Vitae placed in her mouth. If she
is fed a Point of blood or Vitae, she will reflexively spend it to immediately
wake up. If not fed, the vampire will eventually suffer enough damage to fall
into Torpor. See Torpor, p. 315)
Healing
Vampires may spend Vitae to heal injuries. Indeed, this is the only way
a vampire can recover from an injury.
Severity of Damage
Bashing Damage
Lethal Damage
Aggravated Damage

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.

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Action: Reflexive.
Cost: 1 Vitae.
Duration: 1 Turn.
Effects: Gain a total of +2 to your Physical Attributes (may not exceed
Attribute Caps), or +1 to a single Physical Attribute (may exceed Attribute
Cap).
Note: This increase may affect Derived Attributes or the number of Simple
Actions your character may take per Turn.
Supernatural powers
The use of some Disciplines requires the expenditure of Vitae.
Eating Food
A vampire may spend 1 Vitae Point to gain the ability to consume
mortal food for a short time. However, although the vampire is able to
swallow the food, she still cannot digest it. Accordingly, she must eventually
purge the food from her system in a bloody mess.
Action: Reflexive.
Cost: 1 Vitae Point.
Target: Self.
Range: Self.
Duration: 10 minutes. At the end of this period, your character messily
vomits up any food she has consumed (if she has not already done so). This
purging may be postponed by reactivating this capability for an additional 10
minutes.
Test Pool: N/A.
Effects: The character may consume mortal food.
Amorous activity
1 Vitae Point (females); 2 Blood and a Will (males), and the activity is
about as enjoyable as briskly rubbing ones hands together. And that is all
that shall be said on the subject. If you dont understand why, there is a
lovely explanatory post on the darkmontreal forums.

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.

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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).

Gaining Blood Bonds


Whenever your character drinks a vampires Vitae, she must test to
resist becoming Blood Bound to that vampire. Do not make this test
immediately; instead, all tests to resist Blood Bonds are made at the end of
the evening and reflect all of the Vitae that your character consumed during
that evening. Willpower Points may not be spent on this Test.
Test Pool: Stamina + Resolve.
Modifiers: Based on quantity of Vitae consumed
+3
At least three drops and less than Point.
+2
At least Point and less than Point.
+1
At least Point and less than 1 Point.
-1
Each full Point after the first.
Effects: Your character must get at least 3 Successes to avoid succumbing
to the Vitaes effects.
Failure: Your characters blood bond to the vampire increases by one step.
Note, however, that a third-level Blood Bond prevents the creation of any
additional third-level bonds. Thus, if your character is already thrice bound to
a vampire, she may not become thrice bound to a second vampire.

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Losing Blood Bonds


Blood bonds gradually fade over time. Mortals test for bond
degradation every 10 years; Kindred test every year. Make a Resolve +
Composure test. As long as your character gets at least 1 Success, the
bonds strength drops by 1 step.

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.

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Other effects
Regardless of whether a mortal successfully resists the effects of the
Kiss, his memories of the events leading up to it are muddled by the
experience. This makes it difficult for victims to recall what their attackers
looked like, and few if any clearly remember actually being bitten.
These effects only affect mortals. The memories of Kindred are not
affected by the Kiss, regardless of whether they were kissing or kissed.

Closing wounds
After feeding from a mortal, a vampire may heal the puncture wounds
by licking them.

Alternate blood sources


Stored blood and blood from animals is less nourishing than blood from
human and Kindred sources:
Animal Blood
Stored Whole Blood

as effective
as effective; may be stored 1
week.
as effective, may be stored 4
weeks.

Stored Plasma

Although it is possible to feed from other supernatural creatures, doing


so is ill-advised. Characters with appropriate Lore or Occult may be able to
make educated guesses as to what those side-effects might be.
As we do not provide specific rules for other Supernatural creature
types, we leave it up to Storytellers to determine appropriate side-effects.

Simplified between-game feeding system


Currently, Montreal in Darkness uses the following simplified feeding
system. A more detailed system is set out below. However, Montreal in
Darkness only uses that system for characters who aggressively feed during
downtime via Personal Actions (IE, Tremere).
Before each game, the Storytellers roll 1 three-sided dice for each
vampire player character. The roll result determines how much Vitae the
character starts with at game. Characters suffering from the Ventrue Clan
Weakness incur a -1 modifier to this roll.
0
1
2
3

1/3 of maximum Vitae


1/2 of maximum Vitae
3/4 of maximum Vitae
Maximum Vitae
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In addition, for each Ghoul that a character has, she enters play with 1
less Vitae Point. Characters may run feeding scenes to gain more Vitae. If
your character enters game with 0 Vitae, she must run a feeding scene.

Advanced between-game feeding system


IMPORTANT NOTE
Currently, Montreal in Darkness only uses these rules for characters
who aggressively feed during downtime via Personal Actions. Most
frequently, such characters are Tremere who need blood to power rituals. In
other words, these rules are only used in situations where not enforcing strict
feeding mechanics would have unfair or abusive results.
We advise Storytellers to think very carefully before adopting these
rules. Although we feel they do a good job of abstracting the many variables
involved in feeding, the system is complicated to administer and there are
currently no automation tools for it. Finally, it significantly increases the
emphasis of characters vampiric nature in a way that is not appropriate for
all games.
Introduction and summary
Downtime feeding results are simulated by three test: a Time Test, a
Taint Test, and a Notice Test. Two sets of base rolls are presented below. One
applies to Vampires who seduce their prey. The other applies to Vampires
who stalk it. Although these are the most common strategies, they are not
the only ones available. By default, all characters enter game with full Blood
Pools, and characters avoid killing their prey.
Time Test
Feeding takes time. For some Vampires, time is no object. For others,
such as aggressive influence peddlers and obsessive Tremere researchers, it
is in critically short supply.
Feeding Strategy: All characters must declare which Attribute + Ability
pool they use when feeding. Common examples are Charisma + Subterfuge
and Strength + Brawl for seducers and stalkers, respectively.
Base Time (seduction): 30 minutes per Vitae. Successes reduce this by 6,
5, 4, 3, 2, 1, 1, . . . for the 1st, 2nd, 3rd, etc. successes.
Base Time (stalking): 21 minutes per Vitae. Successes reduce this by 5, 4,
3, 2, 1, 1, . . . for the 1st, 2nd, 3rd, etc. successes.
Taint Test
Not all Blood is pure. When feeding, Vampires make a Taint Test to
determine the Taint of the Blood they ingest. Characters total taint divided
by the current size of their Blood Pool determines their Average Taint.

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Vampires suffer a Average Taint (round down) modifier to all actions (round
up, so that if your total taint < current Blood Pool, you suffer no penalty).
Characters recalculate their taint every time they feed. Blood from Herd has
no taint.
Test Pool: Wits + Empathy, or some similar Ability + Attribute pool that
represents characters ability to evaluate the health and cleanliness of their
potential targets.
Base taint: The Base Taint for seducers and stalkers is 3 and 2, respectively.
This is reduced by .5 per success.
Notice Test
The Notice Test simulates a Kindreds ability to feed without being
noticed. This test is not run like most tests. Instead of rolling an Attribute +
Ability pool, a random number between 0 and 1 is generated for each
character. Two thresholds are calculated. The first is the chance that the
character is noticed, but is not seen doing anything unnatural. The second,
lower threshold, is the chance that the character is noticed doing something
clearly unnatural. To calculate these thresholds, the ST takes the base
threshold for the characters feeding strategy, applies the modifiers, and
multiplies it by the number of Vitae traits the character needs for the
Downtime cycle.
Test Pool: Identify the Attribute + Ability pool that best represents your
ability to avoid notice. For example, Wits + Stealth. Test Pool x 0.0005 is
subtracted from your thresholds. Once a threshold reaches 0.001,
subsequent positive modifiers merely half the threshold, instead of reducing
it by 0.0005
Threshold: 0.012 / 0.008 (seduction); 0.010/ 0.006 (stalking)
Other concerns
Your character may gain a +1 modifier to any of the three tests by
taking a -1 modifier to one of the other tests. The above tests assume that
your character avoids killing her victims.
Bonuses from Disciplines
If you use Disciplines to help you feed, you pay Vitae/ Willpower costs
based on the total time you spend feeding. Bonuses for using Disciplines are
listed below:
Time Test
Seduction
Animalism : +3
Celerity: + Dots. Using more than
one Dot is a Masquerade breach.

Assault
Auspex : +1
Auspex : +3

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Dementation : +1
Dementation : +3
Obfuscate : +2
Obfuscate : +3
Potence: Adds to Strength. Strength
over 6 is a Masquerade breach.

No bonus from Auspex, Dominate,


Fortitude, or Presence.

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.

No bonus from Animalism, Celerity,


Dominate, Fortitude, Obfuscate,
Potence, or Presence

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.

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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.

The wages of sin


Upon successfully committing Diablerie, a Diablerist immediately
enters Anger Frenzy and automatically loses 1 Dot of Humanity. The
Diaberlist must then test to resist losing a second Dot of Humanity. This is an
exception to the usual limits on how quickly a character may lose Humanity.
If the victims Dots of Generation exceeded those of the Diablerist, the
Diablerist gains 1 Dot of Generation.
If the victim was a player character, the Diablerist gains 1/3 of all XP
that the victim earned during the course of play. If the victim was a nonplayer character, the Storyteller will determine an appropriate XP gain. The
Diablerist may spend some or all of this XP and any banked XP to
immediately purchase any Ability or Discipline possessed by the victim but

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not possessed by the Diablerist, even if this violates the usual 1 Dot per
Trait per game rule. At Storyteller discretion, the successful Diablerist may
also be able to purchase Dots of Merits usually unavailable after character
creation, or buy off Flaws that may not typically be bought-off.
A stained soul
Diablerie leaves a mark upon a character, generally as per The Perils
of Diablerie, Vampire: the Masquerade, p. 22526. Ultimately, it is up the
Storyteller to determine how long Diablerie veins persist.
In Montreal in Darkness, veins last for 1 game, plus 1 game if the
Diablerist gained a Dot of Generation, plus 1 game for every 10 XP gained
from the Diablerie (round down). This choice was very much driven by the
three factors: (1) Montreal in Darkness features frequently conflict between
player characters, (2) Montreal in Darkness has about 15 games per school
year; and (3) most characters in Montreal in Darkness last between 7 and 15
games. Thus, veins generally last 2-6 games. Since characters are frequently
digging up dirt on each other, this period is long enough to create a
significant risk that Diablerie veins will be noticed.

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

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might be present. Without the Vitae, the act of will has no effect, and without
conscious and deliberate intent, Vitae alone will not suffice.
Do note that any mortal creature may be transformed into a Ghoul.
Typically, vampires choose humans or mammals for this honor. However,
there are stories of strange Kindred who have chosen less conventional
creatures as servitors. Some have even tried to transform supernatural
creatures into Ghouls. The results of such experiments are unpredictable and
dangerousat best.
System: In game terms, creating a Ghoul requires that a vampire give
that ghoul at least 1 Vitae point. In addition, the vampire must spend 1 XP to
represent the act of will necessary to create the Ghoul. Furthermore, in
almost all situations, the Ghouls creator must purchase the Ghoul as a
Retainer (if she has not done so already). See Retainers, p. 160.
Benefits and downsides to being a Ghoul
There are several benefits to being a Ghoul. First, Ghouls do not age,
so long as they get their regular supply of Vitae. Second, Ghouls
automatically gain +1 to all their Attribute Caps. Ghouls have access to some
Merits that are not available to mundane humans or animals. In addition,
there are other Merits that are cheaper for Ghouls than they are for
mundane. Finally, ghouled animals gain +1 Intelligence automatically upon
becoming ghouls.
Being a Ghoul, however, is not without its disadvantages. First and
foremost, Ghouls require a regular supply of Vitae to survive. This puts them
at the mercy of vampires. Usually, a Ghoul simply serves the vampire that
created it. This vampire is usually all-too-happy to provide the Ghoul with a
steady supply of Vitae. It is the small price for the vampire to pay to gain a
servant.
However, regularly consuming a vampires Vitae can have severe . . .
secondary effects. Namely, Ghouls are no less vulnerable than any other
mortal to becoming Blood Bound. Thus, Ghouls who work for a single
vampire almost inevitably become thrice bound to that vampire. While some
younger vampires see this as a strictly positive phenomenon, more
experienced vampires realize that it is not without risk. Heavily bound Ghouls
have been known to behave . . . highly irrationally, from time to time.
Sometimes, they become jealous of their masters other servants, or worse,
their masters political allies.
There are other tales as welltales of ghouls who somehow escaped
the bond of any master and who refuse to trade their loyalty for a new,
steady source of Vitae. Instead, these rogues steal the Vitae they need to
survive, ambushing unwary vampires or even conducting daring daylight
raids on vampires havens.
Worst of all, there are whispered tales of deluded Ghouls who have
decided that they know better than their masters what is good for them. Of
vampires who woke up one evening to find themselves chained to a wall in
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an unknown basement, being lovingly tended to by a ghoul who sought only
the best for them and had decided that it was simply too risky for the
vampire to be allowed to venture outside, where anything could happen to
them.
Of course, few vampires would even consider allowing their Ghoul to
consume the Vitae of any other vampire. There is simply too high a risk that
the Ghoul might develop conflicting loyalties.
Ghouls and Vitae
Ghouls do not live on bread alone they also require Vitae to sustain
themselves. Specifically, a Ghoul must consume at least 1 Vitae point per
month. If unable to do so, the Ghoul reverts to being a normal human (or
animal). See What happens when a Ghoul stops being a Ghoul, below.
Like Kindred, Ghouls have a Vitae Pool. By default, the Vitae Pool of a
Ghoul is equal to that Ghouls Stamina. Temporary or permanent increases to
a Ghouls Stamina do also increase the Ghouls Vitae Pool. If a Ghouls
Stamina ever decreases, any excess Vitae immediately dissipates. Ghouls
may learn Disciplines (see below), and may spend Vitae points in the same
fashion as vampires. Most frequently, Ghouls wind up using their Vitae to
power Disciplines, augment their physical capabilities, etc. The ability to
spend Vitae points to heal injuries is particularly valuable to Ghouls, since
Vitae can heal in seconds or minutes injuries that might otherwise take
weeks or months to heal or might never heal at all. Ghouls may spend 1
Vitae point per Turn.
Ghouls may not create other Ghouls, nor may they Embrace new
vampires. They may not feed from mortals, nor can they transform regular
blood into Vitae.
Ghoul physiology: When Ghouls consume Vitae, that Vitae does not
displace the blood in their own veins. Instead, the Vitaes power is absorbed
by the Ghoul and stored (IE, the Ghoul has a Vitae Pool). The Vitae itself is
rendered inert and is digested and eventually expelled. Women who are
ghouled while pregnant usually miscarry.
Montreal in Darkness: In Montreal in Darkness, for each ghouled
Retainer that a Kindred character has, that character start each game with 1
fewer Vitae point in her Vitae Pool. This occurs regardless of how much time
has passed since the last game.
Ghouls and Disciplines
When ghouls are first created, they are assigned 3 in-clan
Disciplines. By default, they start with the same set of In-Clan Disciplines as
their creator. Ghouls may not learn Clan-Specific Disciplines. For each ClanSpecific Discipline that a Ghouls creator possesses, the ghoul is randomly
assigned a different in-clan Discipline as outlined below.
o

First, remove all Clan-Specific Disciplines.


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o
Second, if the Ghoul does not already have Celerity,
Fortitude, or Potence, the Ghoul randomly receives one of those
three Disciplines as an In-Clan Discipline. If the Ghoul now has a full
set of Disciplines, stop.
o
Third, the Ghoul randomly receives Disciplines from the
following list until he or she has three In-Clan Disciplines:
Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate,
Presence, and Potence.
Ghouls Disciplines are capped at two Dots fewer than their creators
Discipline Cap. In Montreal in Darkness, this means that Ghouls Disciplines
are capped at 3 Dots. Ghouls have an XP Multiplier of 10 for In-Clan
Disciplines, 14 for Out-of-Clan Disciplines after character creation, and 20 for
Out-of-Clan Disciplines at character creation.
Should a Ghoul later gain a new master with a higher Discipline Cap, at
Storyteller discretion the Ghouls Discipline Cap may increase.
What happens when a Ghoul stops being a Ghoul?
In short, nothing pleasant. He loses access to any capabilities that are
limited to Ghouls. This includes not only Disciplines, but also Merits that are
only available to Ghouls as well as Dots of Attributes that are above the
Attribute Cap for mundanes. Note that the former Ghoul loses access to
these capabilities; the former Ghoul does not permanently lose them. Should
the former Ghoul subsequently become a Ghoul once more, he will regain
access to those capabilities.
However, the most severe consequence is that if a Ghoul does not
receive his monthly Vitae, the Ghoul begins to agerapidly. And continues to
rapidly age until the Ghoul reaches the biological age that he would have if
he had never been transformed into a Ghoul. Typically, this effect is fairly
slow. Younger Ghouls might age a few months for each passing day. Older
Ghouls might age faster. If, once this aging process begins, the (undoubtedly
desperate) Ghoul does manage to secure a source of Vitae, the Ghoul stops
this unnatural aging process, but does not revert to his old age.
Can a Ghoul become a vampire?
Human ghouls may be turned into vampires. When this happens, the
Ghoul retains all his Disciplines, Blood Bonds, etc.
Additional notes on animal ghouls
Animals gain a certain additional predatory cunning when ghouled. As
stated above, all animals automatically gain +1 Intelligence when ghouled,
in addition to the other benefits of being a Ghoul. Animal Ghouls may use
Vitae and Willpower points in the same fashion as human Ghouls. Animal
ghouls may learn any Discipline they are capable of using.

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Mechanics

Redemption and Damnation


Golconda and salvation
Generally as per Vampire: the Masquerade, p. 23031. We are
disappointed that Vampire: the Masquerade follows their warning against
representing Golconda in terms of game systems by nevertheless setting out
explicit game systems for it.
Rest assured that neither Saving Montreal nor Montreal in Darkness
feel bound by the system or plot advice given in the Golconda section of
Vampire: the Masquerade.
Becoming Mortal
Generally as per Vampire: the Masquerade p. 231.

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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.

Summary for players who do not like complicated rules


Although understanding all of the combat rules can be helpful, it is not
really necessary. To start with, you should read this Overview. Afterward, you
should also read the summaries for Close Combat (p. 369) and Ranged
Combat (p. 379).
General tips
If in doubt, your character should run away.

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These combat rules are fairly realistic, although we have to fudge a


few things for simplicitys sake. If youre generally familiar with how
real-life combat works, your instincts will usually be correct. If,
however, you approach combat like a typical videogame, your
character will die horribly, because our combat is very, very lethal.
Cover is your friend.
Positioning and maneuver matter. A lot. Especially in fights involving
firearms. This makes your characters Speed and Athletics Traits
particularly important. For more details, see Movement, p. 357,
Speed, p. 149, and Athletics, p. 81.
Initiative really, really matters. If possible, make sure your character
has a high Initiative Trait. For more details, see Initiative and Combat
Initiative, p. 353 and Initiative, p. 149.
Your character should wear goggles if she expects a fight. This makes
her life much easier when her opponents do things like throw paint at
her eyes. And yes, in Montreal in Darkness, this came up. Seriously. If
you look at pictures of US soldiers in the Middle East, you will notice
that most are wearing goggles or sunglasses.

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.
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Example
Tom Toreador and Victoria Ventrue are in a sword fight. Because no
guns are involved, the Storyteller decided to run the combat without using
Initiative Passes. The first Turn is split up into a Movement Phase and an
Action Phase. During the Movement Phase, Tom tried to run for the door.
However, Victoria cut him of. During the Action Phase, the characters
attacked each other. Unbeknownst to Tom and Victoria, Bruce Brujah was
standing just outside the door with his trusty rifle. At the end of the first
Turn, Bruces player tells the Storyteller that he plans to enter the room.
Accordingly, the Storyteller announces that the second Turn would use
Initiative Passes.
The first Initiative Pass is broken up into a Movement Phase and an
Action Phase. Neither Tom nor Victoria try to moveboth are too focused on
attacking the other. Billy, however, uses the opportunity to take a step into
the doorway. During the Action Phase, as Tom and Victoria resume attacking
each other, Billy takes his first shot, targeting Victoria.
The second Initiative Pass is similarly broken up into a Movement
Phase and an Action Phase. Realizing that he is outnumbered, Tom abandons
his attack and takes two steps backward to put a bookcase between him and
Bruce. Victoria follows him. Billy moves as well, but is not able to move far
enough to see behind the bookcase. During the Action Phase, Tom returns
his attention to Victoria, who is still intent on attacking him. Since Billy
doesnt have a clear shot, he does not take an action.

Combat Initiative breaking ties


Sometimes, two or more characters want to act at the same time. In
these situations, a characters Combat Initiative determines turn order.
Your characters Combat Initiative is a combination of (1) a random
number between 1 and 10, and (2) her Initiative. Your characters Combat
Initiative is recalculated at the start of each combat. Thus, its value will
change from combat-to-combat. There are two ways to calculate Combat
Initiative. One involves rolling a single die. The other does not require any
dice, but is more complicated. We recommend using the die method
whenever possible.

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.

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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.

Initiative and Combat


Initiative
Sometimes, two or more characters want to act at the same time. In
these situations, characters with higher Combat Initiative may choose
whether to go before or after those with lower Combat Initiative.
At the beginning of each combat, the Storyteller will create a roster,
ranking characters from highest to lowest Combat Initiative. During each
Action Phase, characters will be called on in order to take their action. When
called, a character may either act, or choose to delay their action until later
in the turn.
Example: Tom Toreador is in a fight with Victoria Ventrue. Tom has a
Combat Initiative of 10, and Victoria has a Combat Initiative of 5. As a result,
Tom may act before Victoria.
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Breaking ties
If two characters have the same Combat Initiative, use the following
tie-breakers (in order): Initiative, Dexterity + Resolve, Dexterity, Resolve. If
there is still a tie, the Storyteller should randomly determine which character
takes precedence. For example, she might roll a die, assigning one player to
odds and the other to evens. We recommend against using a coin flip, since
coin flips actually are not (strictly speaking) random.

Calculating Combat Initiative


Your characters Combat Initiative is the sum of (1) a random number
between 1 and 10, and (2) her Initiative. This number is recalculated at the
start of each combat. Thus, your character will usually have a different
Combat Initiative in different combats.
Calculating Combat Initiative requires each character to generate a
random number. The easiest way to do so is to simply roll a single 10-sided
die (do not re-roll 10s). However, if you do not have any dice, or do not have
Dice with the right number of sides, you can use the system below.
Die-less random number generation
1) You and the Storyteller simultaneously display between 1 and 5 fingers.
2) Add together the number of fingers. You should now have a number
between 2 and 10.
3) If the total is greater than 5, subtract 5. You should now have a number
between 1 and 5
4) Multiply the result by 2. You should now have a number between 2 and 10.

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

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Toms action, Bruce declares that he is using his delayed action, and attacks
Tom from behind.
Delaying actions until subsequent Action Phases
A character who has delayed her action until the end of an Action
Phase may either take her action at that time, or may choose to postpone
her action until the next Action Phase. When the next Action Phase starts,
the Storyteller will give all characters with delayed actions the chance to act
(or delay again) before starting the normal initiative roster.
A character who delays her action into the next Action Phase does not
get an extra action during that phase. Although she gets a chance to act at
the start of the phrase, regardless of her usual Combat Initiative, she does so
at the cost of sacrificing her normal place in the initiative roster.
Characters may not use a delayed action to act during the Movement
Phase.
Why postpone actions?
But why postpone your action at all? Isnt acting at the end of one
Action Phase pretty much the same as acting at the start of the next one?
First, between the end of one Action Phase and the start of the next
one, there is a Movement Phase. So, for example, your character might
postpone her action so that she can take her target by surprise right after
hes moved. That way, he is stuck out of position for the entire next Action
Phase.
In addition, some modifiers and counters reset at the end of the Turn.
Thus, for example, if your character has already fired lots of bullets this Turn,
it might make sense to wait until the start of the next Turn to fire more,
because recoil penalties reset at the end of the Turn (see p. 382). Similarly, if
your character is a vampire and has already spent all the Vitae she can this
Turn, she may want to wait until next Turn when she can spend Vitae again.
Note that if the Storyteller is running the combat using Initiative Passes, your
character may not delay her action.

Movement
Basic movement
Your characters Speed Trait determines how far she may move during
each Movement Phase. All characters move simultaneously.

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Walking, running, and sprinting


The number of yards your character may move per Turn while walking,
running, and sprinting is set out on the table below. Note that the listed
speeds are maximums. Thus, for example, if your character is sprinting, the
farthest she may move is Speed 2, but she could move a shorter distance.
Why these three different types of movement? First, they affect how
difficult it is for your character to perform Ranged Combat attacks.
Specifically, while walking, all Ranged Combat attacks made by your
character incur a -2 To Hit modifier. While running or sprinting, all Ranged
Combat attacks made by your character incur a -4 To Hit modifier.
Sometimes, your character needs to get somewhere, or get away from
somewhere, right now. In these dire situations, she may sprint to double her
movement. However, while doing so, she may not take any Simple or
Complex Actions, except for actions to jump. She may still take Reflexive
Actions. The 2 multiplier is applied after accounting for bonus steps from
supernatural powers such as Celerity and Protean : Shape of the Beast

Walkin
g

Maximum
yards/ steps
per Turn
Speed 2
(round up)

Runnin
g

Speed

Sprinti
ng

Speed 2

Live-action

Notes

May only take every


other step available
to your character
May take every step
available to your
character
Whenever you takes
a step or bonus step,
you may take
another step.

-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.

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Bonus steps and sprinting
Celerity, Protean : Shape of the Beast, and other supernatural
powers may give your character bonus steps. If so, take those bonus steps
every time you take a normal step. If your character is sprinting, every
time she takes a step or a bonus step, she may take an additional step.
Example: Bruce Brujah has Celerity and Speed 18. He just saw
Molly Malkavian duck around the corner into an alley, but since he knows it is
a dead end he is in no hurry, so he decides to walk over instead of running.
The Storyteller starts calling out steps: 1, 2, 3, 4, . . . . Because Bruce is
walking, his player only takes steps on every other number that the
Storyteller calls out. Thus, when the Storyteller calls out 1, 3, 5, etc.
Bruces player takes 1 regular step, then 4 bonus steps, for a total of 5
steps.
Suddenly, on step 14, Molly Malkavian walks around the corner, with
five of her friends. Deciding that discretion is the better part of valor, Bruce
starts sprinting in the other direction. Thus, when the Storyteller calls out
steps 15, 16, 17, and 18, Bruce takes a total of 10 steps on each count: 1
regular step, 4 bonus steps from Celerity, and then 5 extra steps from
sprinting.

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.

Applying movement penalties


If your character walks or runs during a Movement Phase, it affects her
aim. Specifically, if your character is walking or running, she takes a -2 or -4
modifier to all Ranged Combat Attacks. These penalties reset at the start of
the next Turn.

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Live-action movement
In live-action play, these penalties are applied based on how you take
steps during a Turns Movement Phase as the Storyteller counts off steps. If
your character moves at all during the Movement Phase, she is walking. If
she ever takes steps on two successive counts, she is running. It does not
matter whether she walks or runs for just a little bit of the Movement
Phase.

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
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our system, Firearms does not cover proficiency with bows, vehicle-mounted
weapons, machine guns and other heavy weapons. These are respectively
covered Abilities Archery (see p. 81), Crossbows (see p. 91), Gunnery (see p.
97), and Heavy Weapons (see p. 97).
Ranged Combat attacks may be Simple Actions or Complex Actions,
depending on the weapons firing mode. For more details, see 383.

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.

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Rock-paper-scissors
Resolve the Test normally, but do not divide by 3. Instead, after playing
rock-paper-scissors, check to see whether your result is greater than 0. If
greater than zero, your character hit her target.

Step 2: Damage
Dice

If your character is attacking with a weapon, start with its Damage


rating. Subtract your targets armor, and apply any relevant modifiers.
o
If the result is greater than zero, roll that many
additional dice.
o
If the result is less than zero, the target rolls that many
dice, and each of his Successes cancels out one of your characters
Successes from the To Hit step.
o
If the result is zero, do nothing.
Determine how many Successes your character obtained total, from
both steps. The target suffers that many Points of Damage.
Rock-paper-scissors
If your character is attacking with a weapon, add its Damage rating to
the result of the To Hit step. Subtract the targets Armor, and apply any
relevant modifiers.
o
If the result is greater than zero, divide it by 3 (round
up). The target suffers this many Points of Damage.
o
If the result is less than or equal to zero, the attack
does no damage.

Designers Note Why split the test?


From time to time at Montreal in Darkness, a player will suggest
merging the To Hit and Damage steps into a single, more conventional Test.
After all, thats how it works in World of Darkness.
The short answer is sniper rifles.
The slightly longer answer is that there are some weapons that do not
always hit, but when they do hit, they pack a wallop. Sniper rifles are the
easiest examples, but there are others as well. Unfortunately, no unified test
system can fully capture this dynamic. Instead, more often than not you wind
up with sniper rifles that always hit, but rarely do a whole lot of damage.

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One solution would be to truly use two separate Tests, which was the
approach taken by Vampire: the Masquerade. However, we wanted to avoid
adding another Test entirely, because we did not want to bog down combat
any further. Thus, we stumbled upon the hybrid two-step Test described here.

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

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the grapple. Its usually a fair bet that if your enemy was better at grappling
than dueling, he would have already forced a grapple.
Brawl versus Weaponry
Ultimately, Brawl is more important than Weaponry. Why? If your
character finds herself in a close quarters fight with another character, either
character can easily force the other into a grapple, at which point Brawl
matters and Weaponry does not. What Weaponry does is allow your
character to make attacks that deal more damage. Or, in other words, if your
character already has really good Brawl, she can use Weaponry to do more
damage. But if her opponent has better Brawl, all those shiny weapons will
not make a difference.
Weapon selection
When discretion is less important than damage, your character should
use the largest weapon she can handle. Generally, this means the weapon
with the highest Strength Minimum and Size. However, under no
circumstances should she get a weapon with a Strength Minimum higher
than her Strength.
If your character has to choose between a weapon that does Bashing
Damage and one that does Lethal Damage, always select the one that does
Lethal Damage.
Character Traits
If your character is planning on specializing in close combat, she
should consider the following Traits:

Strength: This Attribute is doubly-important. Not only does it


contribute to attack pools, but it also lets your character wield larger
weapons. For more details about Strength, see

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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.

Key Traits of Close Combat weapons


Strength Minimum (Str. Min.)
This is the minimum Strength necessary to use an item effectively. For
each Dot by which an items Strength Minimum exceeds your characters
Strength, your character incurs a -1 modifier when using that item.

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.

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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:

Defense applies against all Close Combat attacks, as well as ranged


attacks made at Close Combat range. Note that this approach differs
from that of World of Darkness, which defines Defense in terms of the
Skill used in the attack pool.
We calculate Defense differently than does World of Darkness. For
details, see p. Defense, p. 148.

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
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Complex Action. Once your character triggers Dodge, she may take no other
action for the remainder of the current Initiative Pass and the 5 following
Initiative Passes. Thus, using Dodge sacrifices your actions for a total of 6
Initiative Passes.

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.

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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

Whenever your character makes a Close Combat attack against an


opponent, she may force him into a Duel.
During the Duel, either character may use a Complex Action to use one
of the following maneuvers:
o
Attack
o
Disarm (Strength + Weaponry + Weapon To Hit versus
targets Defense + Weaponry + Potence + Weapon To Hit).

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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.

Unarmed Combat maneuvers


Strike

As per Strike, World of Darkness, p. 157.

Bite

Bite is treated as a grapple maneuver. Otherwise, as per Bite, World


of Darkness, p. 157.
Initiate Grapple
Generally as per Grapple, World of Darkness, p. 157. See below for a
list of grappling maneuvers.

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.
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Bite

Bite is treated as a grappling maneuver, but otherwise works as per


Bite, World of Darkness, p. 157.
Immobilize opponent
Generally as per Immobilize opponent, World of Darkness, p. 1578.
Once your character has immobilized an opponent, she may tighten her grip
by making additional grappling Tests. When her opponent attempts to break
free, he must overcome the highest number of Successes your character
obtained on any of her tests to immobilize him.
Draw weapon
Generally, as per Draw weapon, World of Darkness, p. 158. The
weapons Size may not exceed 1.
Attack with drawn weapon
As per Attack with drawn weapon, World of Darkness, p. 158.
Turn a drawn weapon
As per Turn a drawn weapon, World of Darkness, p. 158.
Disarm opponent
As per Disarm opponent, World of Darkness, p. 15859.
Use opponent as protection from ranged attacks
As per Use opponent as protection from ranged attacks, World of
Darkness, p. 159

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

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more details, see Quick Draw, Appendix I: Merits & Flaws, p. Error:
Reference source not found.
All-Out Attack
Generally as per All-Out Attack, World of Darkness, p. 157. Declaring
or ending an All-Out attack is a Reflexive Action. Your character may not
make an All-Out Attack during an Action Phase in which she has applied her
Defense.
Dual-wielding
If your character has the Merit Dual-Wielding: Close Combat, she may
dual-wield close combat weapon. When doing so, your character must select
one weapon as the primary weapon. When making close combat attacks, she
uses the To Hit and Damage ratings from the primary weapon, and also uses
the primary weapons damage severity. In addition, she gains +1 To Hit and
+1 Defense. However, she suffers the negative modifiers and drawbacks (if
any) of both weapons. For more details, see Appendix I: Merits & Flaws, p.
Error: Reference source not found.
Off-hand attacks
Your character incurs a -2 modifier when using her off-hand. This
modifier does not apply when performing actions that normally require both
hands. Your character may offset this penalty with one or more Dots of the
Merit Ambidextrous (see Appendix I: Merits & Flaws, p. Error: Reference
source not found)
Interception
During the Movement Phase, if another character moves within arms
reach of your character, she may attempt to grapple him. This uses your
characters next action (note that attempting to grapple an opponent
requires a Complex Action).
Touching an opponent
As per Touching an Opponent, World of Darkness, p. 157.

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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:

Use single shots or short, controlled bursts.


Due to recoil, fully-automatic fire is unlikely to hit anything unless the
weapon is mounted to a fixed position or otherwise has very good
recoil-compensation.
Cover is critical. Remember the difference between cover and
concealment. Cover will stop a bullet. Concealment will not. Dont
confuse the two.

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When fighting armored targets, especially targets with supernatural


armor, your options are either lots of bullets, or shots carefully aimed
to avoid the armor.
Two-gun mojo will not hit anything, unless your character is a welltrained freak of nature. If interested in playing such a character, see
the Merits Dual-Wielding: Ranged Combat and Ambidextrous, Appendix
I: Merits & Flaws, pp. Error: Reference source not found and Error:
Reference source not found, respectively.
Shotgun pellets are great against unarmored targets, but are not very
effective against body armor.
When fighting supernatural creatures, make sure your character has a
good escape route and, when the creatures start to get close, use it.
Few gun-based characters can win a close combat fight with
supernatural creatures.

Unfortunately, weve not yet found a rules system for suppressive fire that is
not prohibitively complicated. But we welcome suggestions!

Weapon selection and character Traits


Weapon selection
Sometimes, firepower matters more than discretion. In these
situations, your character should get an assault rifle. It allows a high rate-offire, and its low Strength Minimum mitigates recoil. If she cant get an assault
rifle, she should instead get a regular semi-automatic rifle. In addition, your
character should acquire one or more pistols for situations where discretion
is important. Assuming your character has a very high Dexterity + Firearms
pool, the pistol and rifle should both have Strength Minimum equal to her
Strength. However, under no circumstances should she get a weapon with a
Strength Minimum higher than her Strength.
Why not use shotguns or machine pistols? Because they have
significantly higher recoil than do pistols or rifles. In addition, shotguns are of
significantly reduced effectiveness against armored targets.
All of this assumes that your character is in a position to use weapons
of her choosing. If forced to make do with what she can find, things will not
always be this simple. Talk to the Storyteller if you need help figuring out
which weapon is most appropriate for your character.
Character Traits
If your character is planning on specializing in firearms, she should
consider the following Traits:

Dexterity: This Attribute is incredibly important. Not only does it


improve your characters attack pools, but it also lets her make more

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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

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Wielding: Ranged Combat, however completely negating penalties when
shooting two guns at one target costs 72 XP, and the extra Dots needed to
mitigate the penalty for shooting two guns at two targets costs an additional
38 XP. In addition, because your character cannot reload without putting
down one of the guns, it is best to purchase the Merit Quick Draw: Pistols for
6 XP so she can simply drop empty guns and quickly draw new ones.
With all these complications, why bother? Because this combat build
can win a straight-up fight with a combat vampire without using any faithbased powers. Also, once your characters Firearms and Dexterity are high
enough, she can afford to take some penalties for dual-wielding in exchange
for the damage increase.
For more details on dual-wielding, see Dual-Wielding, p. 387. For
more details about Quick Draw: Pistols, see Appendix I: Merits & Flaws, p.
Error: Reference source not found.

Key Traits of Ranged Weapons


Strength Minimum (Str. Min.)
This is the minimum Strength necessary to use an item effectively. For
each Dot by which an items Strength Minimum exceeds your characters
Strength, your character incurs a -1 modifier when using that item.

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
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equal to the weapons Recoil to all subsequent shots made with that firearm
during the same Turn.
High Strength helps mitigate this effect. Specifically, if your characters
Strength exceeds a weapons Strength Minimum, all recoil penalties for firing
that weapon are reduced by the difference between her Strength and the
weapons Strength Minimum.
When firing a weapon in Burst Fire or Fully-Automatic modes, recoil
penalties from an attack apply to the attack itself.
Recoil modifiers reset at the end of each Turn.
Example: Tom Toreador has Strength and a rifle with Strength
Minimum 2 and Recoil 1. Tom fires four shots at a Sabbat thug. The first shot
incurs no recoil penalty, because it is the first time Tom has fired the rifle
during the Turn. Toms second shot sufers a -1 recoil modifier, because Tom
has already fired one shot from the rifle this Turn and the rifles Recoil is 1.
However, because Toms Strength is 2 more than the rifles Strength
Minimum, he reduces all recoil penalties by 2. This more than eliminates the
recoil penalty. Toms third shot incurs a -2 recoil modifier, but that penalty is
similarly reduced to 0. His fourth shot incurs a -3 recoil modifier. This
modifier is reduced by 2 to -1.
Example: Molly Malkavian has Strength and is using a Doublebarreled shotgun with Strength Minimum 1 and Recoil 2. She fires the first
barrel at a Sabbat thug. She sufers no recoil modifiers to the shot, because
it is the first time she has fired the weapon this Turn. When she fires the
second barrel, she sufers a recoil modifier of -2, because she has fired 1
shot this Turn and the weapons Recoil is 2. Because Mollys Strength
exceeds the weapons Strength Minimum by 1, this -2 modifier is reduced by
1 to -1.

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.

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Burst Fire (BF)
When firing in this mode, a weapon fires a three-round burst each time
its trigger is pulled. Each attack requires a Simple Action, and receives a +2
To Hit modifier.
Examples: Assault rifles, sub machineguns.
Fully-Automatic (FA)
When firing in this mode, the weapon fires rounds as long as the
trigger remains depressed. Each attack requires a Complex Action, and fires
30 rounds. As explained above, this will incur a To Hit penalty of 29
weapons Recoil, and this increase will apply to the attack itself. As a result,
attacks made with fully-automatic weapons are extremely unlikely to hit
anything unless the weapon is mounted to a fixed position.
Your character may split this attack across multiple targets (make a
separate attack Test for each target). Each round directed to a target after
the first grants a +1 To Hit modifier to the attack Test against that target. If
the targets are not tightly grouped, 1 round is wasted for each yard of
empty space between the targets.
At Storyteller discretion, targets may be so tightly grouped that your
character cannot attack one without also hitting others nearby. In this
situation, the Storyteller will require your character to split her shots evenly
across everyone in the group, friend or foe.

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

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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.

Knockdown and Knockdown Number


When your character is shot by a firearm, there is a chance that the
shot will so overpower her that she falls prone. This is determined by her
Knockdown Number and the number of Successes obtained on the attack
test.
Knockdown Number
Your characters Knockdown Number = (Dexterity + Athletics) 3
(round up) + 2. Thus, for example, if your character had Dexterity and
Athletics , her Knockdown Number would be 4.
Determining whether your character falls prone
If the attacks Successes exceed your characters Knockdown Number,
your character falls prone.

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

Pistols (all types); Sub machineguns; Machine Pistols


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o
o
o
o

Shotguns (all types)


Rifles; Sniper Rifles; Assault Rifles; and Battle Rifles
Bows
Crossbows

Bows and crossbows may share ammunition regardless of Strength


Minimum.

Cover and concealment


Generally, as per Concealment, Cover, and Firing from
Concealment, World of Darkness, pp. 16264.

Concealment and Initiative Passes


If the Storyteller is using Initiative Passes, your character cannot fire
when behind cover. Instead, she must pop up during the Movement Phase
and then remain up for the subsequent Action Phase. She may return to
cover during the following Movement Phase.
Accordingly, your character does not incur penalties for firing from
behind cover, because when she is firing, her protection is reduced as well.

Cover versus concealment


As alluded to in Cover, World of Darkness, pp. 16263, there is a
difference between cover and concealment. Cover is something that will
absorb a shot otherwise meant for your character. Concealment is something
that makes it harder to see your character, but will not stop a shot.

Shooting into Close Combat


Generally as per Shooting into Close Combat, World of Darkness, p.
162. These rules apply when making attacks using the Firing Modes SingleShot (SS), Semi-Automatic (SA), and Burst Fire (BF). They do not apply to
attacks made with weapons firing in the Firing Mode Fully-Automatic (FA).

Defense and ranged attacks


Your characters targets may not use their Defense against attacks
made with firearms, bows, or crossbows, unless the attacks are made from
Close Combat ranges. Defense does apply against attacks made with thrown

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weapons. Otherwise as per Firearms and Close Combat, World of Darkness,
p. 162.

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.

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Ammunition Type
It is possible to obtain special types of ammunition with special effects.
For more details, see Ammunition, p. 409.
Off-hand attack
Your character incurs a -2 modifier when using her off-hand. This
modifier does not apply when performing actions that normally require both
hands. Your character may offset this penalty with one or more Dots of the
Merit Ambidextrous (see Appendix I: Merits & Flaws, p. Error: Reference
source not found).
Clear a jam
As per Clear Jam, World of Darkness, p. 164.
Movement
If your character is walking or running, she takes a -2 or -4 modifier to
all Ranged Combat Attacks. These penalties reset at the start of the next
Turn.

Initiative Passes and


Simple Actions
Acting during Initiative Passes
Each Turn, a character may take either a single Complex Action or up
to Dexterity Simple Actions. Because each Simple Action requires only a
single Initiative Pass, is possible to run out of Simple Actions before the end
of the Turn.
Complex Actions count as a single Simple Action for purposes of
determining how many actions your character may perform in a single Turn.
Thus, for example, if your character has used up all her Simple Actions for a
turn, she may not use the remaining Initiative Passes to begin performing a
Complex Action. If the Complex Action begins in one Turn and ends in the
next, it counts as a Simple Action in both Turns.
Your character may perform as many Reflexive Actions as she wants
during each Initiative Pass.
As a practical matter, you may find your character frequently declining
to act during an Initiative Pass so that she can better react to events later in
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the Turn. Note that if the Storyteller is running the combat using Initiative
Passes, your character may not delay her action.
Multiple Simple Actions per Initiative Pass
Normally, your character can only perform a single Simple Action per
Initiative Pass. If, however, your characters Dexterity exceeds 6, she may
perform more than 6 Simple Actions per Turn, and thus may perform up to 2
Simple Actions in a single Initiative Pass. However, for each Dot by which
your characters Dexterity exceeds 6, she may perform an additional Simple
Action in a single Initiative pass. Thus, for example, if your character had
Dexterity , she could perform 2 Simple Actions in a single Initiative
Pass per Turn. However, she could not perform 2 Simple Actions in each of
more than one Initiative Pass in that Turn.

Initiative Passes and Complex Actions


When using Initiative Passes, each Turn is split up into 6 Initiative
Passes. Although this allows for more granular ranged combat, it does
necessitate some special rules to deal with Complex Actions. Accordingly,
Complex Actions are split into three steps: Charge-up, which takes 3 Initiative
Passes, Trigger, occurs during the actions 4th Initiative Pass, and Cooldown,
which occupies the actions final 2 Initiative Passes.
Step 1: Charge-Up
First, your character must pay any costs associated with the action. For
example, many Disciplines require the expenditure of Points of Vitae or
Willpower.
Next, if the action represents a physical task or series of movements,
your character must begin performing that task or series of movements.
Thus, for example, if your character is making a Close Combat attack, she
engages in a series of attacks and parries against her target. Or, alternately,
if the action represents a social interaction, your character must begin
interacting socially. If, however, the action is purely mental, the character
need not give any outward sign of what she is doing.
After two consecutive Initiative Passes of charging, the action is
charged and ready to trigger. Your character may maintain this charge for up
to 6 Initiative Passes. After 6 Initiative Passes, if your character has not
already triggered the action, she must either allow its charge to lapse, or
may instead repay any costs required to use the action in order to maintain
the charge for another 6 Initiative Passes. Your character may thus
recharge an action as long as she can keep paying its cost.
If, after charging an action, your character performs any other Simple
Action or Complex Action, the charge is lost.

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Step 2: Trigger
Once your character has finished charging an action, she may Trigger it
as a Simple Action. If there are any tests associated with the action, your
character makes them at this time. If the power has any specific targeting
requirements, such as requiring your character to have line-of-sight on her
target, those targeting requirements must be met for both the Initiative pass
in which the action is triggered and the Initiative Pass immediately preceding
it.
If your character has suffered any damage since she began charging
the action, she incurs penalties based on the type and amount of damage:
-1
-1
-1

per every two full Points of Bashing Damage


per Point of Lethal Damage
per Point of Aggravated Damage, plus an additional -1 for
every two full Points of Aggravated Damage incurred.
(Alternately, - 1.5 Points of Aggravated Damage incurred,
rounding in the characters favor)

These penalties can be particularly crippling in Close Combat.


Step 3: Cooldown
After triggering an action, a character must spend the next 3 Initiative
Passes on cooldown. During this time, she may not take any Simple Actions
or Complex Actions.
Montreal in Darkness
Characters do not have to meet power targeting requirements until
when they trigger the power.

Thaumaturgy
Thaumaturgy is an exception to the normal charging rules. It requires 5
full passes to charge, but has no cooldown period.

Simple Actions when not using Initiative


Passes
When the Storyteller is not using Initiative Passes, a few rules
modifications are necessary. First, there is no need to use the 3-step process
outlined above when using Complex Actions. Instead, players declare and
test for Complex Actions during the Turns Action Phase. No charging is
necessary.

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All Simple Actions instead become Reflexive Actions, with two
exceptions: (1) ranged weapon attacks, and (2) rearming a weapons that
must use the Single-Shot (SS) Firing Mode. As a Complex Action, a character
may perform up to Dexterity actions that would normally require a Simple
Action.

Switching between Initiative Passes and


Combat Turns
Switching from using Initiative Passes to not using them
All characters who have begun using a Complex Action but have not
triggered it are refunded any cost associated with the action and start
the Turn with a Delayed Action.
Characters who are currently on cool-down after using a Complex
Action immediately finish cooldown and may act normally in the new
Turn.
Switching from using not using Initiative Passes to using them
Characters with Delayed Actions may choose to have a Discipline
charged and ready to use at the start of the first Initiative Pass, so long
as that Disciplines targeting conditions were met as of the end of the
prior turn and are still met at the start of that Initiative Pass.
Characters doing so must pay any cost associated with the action.
Calculate a damage penalty as if all damage taken by the character
during the previous turn were incurred while charging the action. Halve
it, and apply that penalty to the charged action.

Other Combat Factors


Surprise
In most combat situations, at least some characters are caught by
surprise. Maybe they didnt expect violence to erupt. Or perhaps they
expected violence, but were not sure when, precisely, it would start.
When combat begins, each character must make a Surprise Test using
Wits + Composure. Treat this test as a Resistance Test. The Storyteller should
note each characters Successes and your character may only act against
characters whose Successes on this Test did not exceed her own. If your

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character does not obtain any Successes on this Test, she is so surprised that
she cannot take any action and loses her Defense.
If the Storyteller is running the combat in Initiative Passes, this lasts for
the first three Initiative Passes. If the Storyteller is not using Initiative Passes,
combat begins with a special truncated Surprise Turn. This turn works as per
a usual Turn, except for the following:
o
There is no Movement Phase
o
Characters with Dexterity 6 may perform at most 3
Simple Actions. Characters with Dexterity 7 may perform at most
Dexterity 3 Simple Actions.
Note that this surprise Turn includes the actions which started the fight.
Thus, for example, if your character started a fight by shooting an opponent
as a Simple Action, that Simple Action would count toward the three she
could perform during the Surprise Turn. And if the combat is being performed
in Initiative Passes, the pass in which your character started the fight would
be the first of the three passes in the Surprise Turn.
Characters automatically know who they may target, but do not
automatically know who other characters may and may not target. As a
practical matter, you might know other characters results, if for no other
reason than in large combats it is often easiest for the Storyteller to simply
announce the results of Surprise Test instead of privately informing each
player. However, please do try to accurately portray your characters
knowledge.

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),
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Bruce is caught of-guard, and cannot act against her. Tom fared a little
better, obtaining just as many Successes (4) as did Molly (4). Still, Molly can
freely act against either of themdefinitely not the situation the ambushers
had planned on.
Some actions clearly telegraph hostile intent. For example, using a
Take Aim action (see Take Aim, p. 397). Note that if Discipline use would
break Obfuscate, it does so when the user begins charging the Discipline, not
when the Discipline triggers (see Initiative Passes and Complex Actions, p.
389). Of course, one way around this problem is for your character to
convince her target that she means to target someone else.
Hidden ambushers
Would-be ambushers may attempt to conceal themselves by making a
Test using Wits + Stealth + Equipment. Characters who suspect ambushers
may be about may make a Perception Test, but only notice hidden
ambushers if they obtain more successes on their Perception Test than the
concealed characters did to hide themselves.

Know your enemies


Note that when your character is caught by surprise, she does not
necessarily know where her attackers are. Oh, if her attackers are doing
something obvious like running at her screaming, this is not a problem. And if
they are doing something like shooting arrows at her, she might know their
direction, even if she cant identify their location. However, if they are
shooting firearms at her or targeting her with Disciplines, she might not be
able to tell where the attacks are coming from. Ultimately, whether or not
your character automatically knows the location of her attackers is up to the
discretion of the Storytellers.
If your character does not know where her attackers are, she can
attempt to locate them using a Perception Test. Of course, if she sticks
around looking for her attackers, she might leave herself vulnerable.
Frequently, the best solution when attacked by unseen enemies is to simply
flee, as quickly and aggressively as possible.

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:

The attack comes from outside of your characters line-of-sight; and


Your character cannot directly perceive the attacker.
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Targets line-of-sight
If the attack comes from within your characters line-of-sight, she may
still make a Surprise Test. Why? Because Cloak of Night stops working a split
second before its user attacks someone. Thus, if your character is in a
position to see the attacker, she can use that split-second to react.
In special circumstances, the Storyteller may determine that the ability
to perceive the attacker through other senses is also enough to give your
character a Surprise Test, but this should only be allowed when the attacker
is incredibly noticeable one of your characters other senses.
Perceiving the attacker
If your character automatically is aware that another character is using
Cloak of Night, and if your character is unaffected by that Cloak of Night,
your character automatically assumes that other character has hostile intent.
This is regardless of whether your character knows that the other
character is a good guy. Something in the back of your characters mind
automatically assumes that any character using such concealment is hostile,
and responds accordingly.
As a result of this instinctual wariness, if your character is unaffected
by an attackers Cloak of Night, your character not only gets a Surprise Test,
but the attacker cannot double his Successes for purposes of determining
whether he and your character can act against each other.
Furthermore, if your character has Auspex , she automatically gets a
Test to pierce an attackers Obfuscate immediately prior to his attack. She
gets this test regardless of whether she has previously unsuccessfully
attempted to pierce his Obfuscate, and regardless of whether the attacker is
within her direct line-of-sight. This test is a Reflexive Action.

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).

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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)
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-7
Neck, Knee
-8
Eye/Eyes, Ear, Nose
-(7-Size)
Held/equipped item

Crippled body parts


Legs

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.

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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.

Crouching or dropping prone


Your character may cautiously drop prone or drop into a crouch as a
Complex Action. Alternately, she may do so quickly as a Simple Action.
However, if she does quickly drop prone or drop into a crouch, she suffers 1
Point of Bashing Damage. If the Storyteller is not using Initiative Passes,
quickly dropping prone or into a crouch is a Reflexive Action instead of a
Simple Action.
If your character is crouching or prone, standing up is a Complex
Action. Similarly, if she is prone, she may shift to a crouch as a Complex
Action. Because this must occur during an Action Phase, once your character
stands up, she may not immediately move. Instead, she must wait until the
next Movement Phase before moving. If the Storyteller is not using Initiative
Passes, she can partially mitigate this by delaying an action so that she can
stand up right at the end of the Action Phase.
If your character is prone or crouching, she is easier to hit from within
Close Combat ranges, but is harder to hit from longer ranges. Specific
modifiers for laying prone are as per Going Prone, World of Darkness, p.
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16465 (stop reading after the third paragraph; specifically do not read the
paragraph that begins Your character can willingly drop to prone as a
reaction).
Crouching modifiers are half the size of the prone modifiers. Thus,
while being prone gives +2/ -2, crouching gives +1/-1.

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.

Grenades and Explosives


Montreal in Darkness
Contact the Storytellers for details regarding how grenades and
explosives work. In the past, explosives have been run in a very ad hoc
fashion. Typically, explosive devices were assigned a pre-set (very large) Test
Pool which is used against characters in the blast radius.

Other complications
Wound Type
As per Wound Type, World of Darkness, p. 167.

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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.

Foreign objects in the eye


Most of the time, if a substance gets in your characters eyes, getting it
out is simply a matter of spending one or two Complex Actions wiping them
off. However, the infinitely resourceful characters of Montreal in Darkness
began experimenting with using more troublesome substances such as glue
or paint as a way to inhibit vampires vision.
While there are no pre-set rules regarding how a mortal can clear such
substances out of his eyes, vampires may always flush out their eyes by
expending a single Vitae Point.
The real take-away from this is that mortal characters should wear
goggles when expecting trouble.

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.
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Commonly used Traits


Most items have one or more Traits. These Traits usually range from 1
to 5, although higher values are possible.

Size and Concealability


Size

As per Size, World of Darkness, p. 135.

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)

the item may be hidden in a pocket


the item may be hidden under a shirt
the item may be hidden under a jacket

Durability (Dur.)
As per Durability, p. 255.

Strength Minimum (Str. Min.)


This is the minimum Strength necessary to use an item effectively. For
each Dot by which an items Strength Minimum exceeds your characters
Strength, your character incurs a -1 modifier when using that item.

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.

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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

Each action fires a 3-round burst.


Each action fires 30 rounds.

For more details, see Firing Modes, p. 383.

Recoil Modifier (Recoil Mod.)


A ranged weapons Recoil Modifier represents how much the weapon
recoils when fired. After each shot, a weapons Recoil Modifier is added to its
Strength Minimum for subsequent shots during the same turn. For more
details, see Recoil, p. 382.

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.

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Ammunition capacity (Ammo)


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 inserting additional rounds.

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Close Combat Weapons


Weapon

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)

Knockout. See World of Darkness, p. 168.

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

Size 1 when retracted, Size 2 when extended.


Extend or retract as a Reflexive Action

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)

Staking. See p. 317.

1
2
3

Extending or retracting the blade requires a


Complex Action
Extending the blade requires a Reflexive Action

May punch or stab.

3
3

Assumes a rifle with Size 3. If attached to a


smaller rifle, Damage = 1.

2
4
4

If wood-tipped, -1 Durability but may Stake


(see p. 317).

Determining stats for larger weapons


As a general rule of thumb, To Hit = (Strength Minimum + 1) 2
(round up) and Damage = Size 2 (round up).

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Ranged Combat Weapons


Rather than providing stats for specific weapon makes and models, we
provide formulas to generate stats for broad categories of weapons. This
allows us to provide information for a broader range of weapons, while
providing for greater game balance.

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Weapon

Handguns
Pistols
Revolvers

To
Hit

Damage

Firing
Mode

Str.
Min.

Rec
oil
Mod
.

Siz
e

Dur
.

Range

Ammo

Str. Min. (L)

SA

1*

25/ 50/ 75

Str. Min. (L)

SS

Varie
s
Varie
s

1*

25/ 50/ 75

10 +1
(M)
6 (I)

Str. Min. (L)

SA/ BF

1*

25/ 50/ 100

Str. Min. (L)

SA/ BF

0 to
2
3+

50/ 100/ 200

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

75/ 150/ 250

30+1
(M)

2 (L)

SA/ BF/ FA

100/ 200/
300

30+1
(M)

2 (L)

SA/ BF/ FA

75/ 150/ 250

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

{(2 Str. Min.)


2} (L)
{(2 Str. Min.)
2} (L)
{(2 Str. Min.)
3} (L)
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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 9: Combat

Notes
Handguns & Machine Pistols
Concealability of these weapons depends on their Strength Minimum:
Strength Minimum
0 or 1
2 or 3
4+

Size & Concealability


1 (P)
1 (S)
1 (J)

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:

Triple targets Armor.


Double all range modifiers
Range modifiers apply to Damage instead of To Hit. That is, at greater
range, shotguns are no less likely to hit but are likely to inflict less
damage.
When using shotguns, damage to the face also counts as damage to
the eyes.

It is possible to acquire shotguns that use magazines instead of


internal magazines. However, such shotguns are highly illegal. Generally
speaking, acquiring such a shotgun via Influence increase the level of the
required action by 1.
Bows

Holding a cocked bow: Modern and traditional bows may be kept


cocked for a number of Turns = 5 + Strength Strength Minimum.
Reloading a crossbow: Reloading a crossbow requires a number of
Turns = 5 + Strength Strength Minimum.
Ranges: Bow ranges are based on the bows Strength Minimum:
Modern Bow
Traditional Bow
Crossbow

Short Range
10
5
3

Medium Range
20
10
6

406

Long Range
30
15
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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 9: Combat

Taser

Maximum range = 12. Double targets Armor.

Aerosol can & lighter


Does Aggravated Damage to vampires. Light the can requires a Simple
Action. Once lit, it remains lit until extinguished.

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.

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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.

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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

Full riot gear

4*

-2

-1

Combat
Helmet

0**

Torso, limbs, head, feat. Not neck,


face, or hands
Head*

1
2
3

0
1
2

2
3
4

-1
-2
-2

0
-2
-3

Torso, limbs, hands, feet


Torso, arms, neck, head. Not face
Torso, arms, neck, head. Not face

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

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ammunition because they tend to punch right through their target instead of
bouncing around inside him.
This type of ammunition comes in different ratings. Ratings usually
vary between 1 and 5, although higher ratings are possible. Armor piercing
ammunition is highly illegal. This type of ammunition is not available for
shotgun shells, but is available for shotgun slugs.
When a target is shot with Armor Piercing ammunition, for purposes of
defending against the attack the targets Armor rating is changed to the
difference between his usual Armor and the rating of the bullet.
Example: Tom Toreador is shooting at Molly Malkavian using Armor
Piercing (5) bullets. Molly is wearing no armor. If Molly is hit, for purposes of
resisting the attack, she will be treated as having Armor = 5, because the
diference between the rating of Toms Armor Piercing bullets (5) and her
Armor (0) is 5.
Example: Tom Toreador is shooting at Bruce Brujah using Armor
Piercing (2) bullets. Bruce has Armor 3. If Bruce is hit, for purposes of
resisting the attack, he will be treated as having Armor = 1, because that is
the diference between the rating of Toms Armor Piercing bullets (2) and
Bruces Armor (3).
Bodkin Arrows
As per armor piercing bullets.
Hollow-point bullets
Bullets with a hollow tip that is designed to peel back. Significantly
increases damage against unarmored targets, but of little use against
armored opponents. Double the weapons Damage rating. Triple the targets
armor. Not available for shotguns at all. Highly illegal.
Match Grade bullets
Finely machined bullets intended for target shooting. In Switzerland,
these are general issue. The United States is not so generous. +1 To Hit. This
type of ammunition is not available for shotgun shells, but is available for
shotgun slugs.
Rubber bullets
Non-lethal bullets. Targets hit by these bullets are treated as being
bulletproof for purposes of resisting the attack. For more details about
bulletproof status, see Bulletproof, p. 408. This type of ammunition is not
available for shotgun shells, but is available for shotgun slugs.
Shotgun Flechettes
As per regular shotgun shot.

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Shotgun Slugs
Shotguns can be modified to fire solid slugs instead of scattering a
cone of shot. Although this makes it harder for your character to hit her
target, it significantly increases the shotguns effectiveness against armored
targets.
The normal shotguns rules do not apply. That is, the target uses their
Armor as normal, range modifiers work as normal, and range modifiers apply
to To Hit rather than Damage. Damage to the face does not count as damage
to the eyes. However, this does halve shotguns Damage (round damage up).
Double base shotgun ranges.
Shotgun Sabot Slugs
Shotgun slugs modified for increased range. Generally as per Shotgun
Slugs (above), but triple base shotgun ranges.
Tracers
Tracers are rounds specially modified to leave a highly-visible streak of
light when fired. However, they do significantly less damage than regular
rounds.
Tracers must be mixed in with regular ammunition in a magazine.
When using Burst Fire or Fully-Automatic fire, each Tracer in the burst gives
the burst as a whole +1 To Hit and -1 Damage. However, a burst consisting
entirely of Tracers does no damage. This ammunition is available for
shotguns.
Tracers work both ways. That is, while your character can use tracers
to help her hit her target, her targets can use them to figure out where your
character is firing from.

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.

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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

The ammunition is stored in an external belt that feeds into the


weapon. Although none of the weapons listed below come with a belt by
default, Machine Pistols, Sub machineguns, Assault Rifles, and Battle Rifles
may all be modified to use a belt.
Howe, there are drawbacks to using belted ammunition. First, attaching
a belt to a weapon decreases the Durability of the weapon by 2, and adds 1
to the weapons size. This represents the added bulk of the belt, as well as
the increased chance that the weapon will jam. In addition, belted
ammunition is more difficult to acquire than is ammunition in magazines. As
a general rule of thumb, when using Influence to acquire belted ammunition,
your characters Influence Action must be 1 level higher than if seeking to
acquire ammunition that loose.
A belt of ammunition has Durability 3. Size = (weapons Recoil
Modifier) the square root of the number of rounds in the belt 10. Round
fractions down. Thus, a belt of 100 rounds for a weapon with Recoil Modifier
1 would have Size 1 10 10 = 1. The minimum size of a belt of
ammunition is 1.
If a belt of ammunition is damaged while attached to a weapon, the
weapon jams. Your character may extract the damaged links and reform the
belt as an Extended Action, where each Test takes 1 Complex Action and the
Threshold is 3 number of Points of Damage inflicted to the belt. For details
on attacks against objects, see Objects, p. 255. In addition, the Storyteller
may add additional damage penalties based on the nature of the attack.
Extended Magazines
Characters may make or acquire extended magazine. These magazines
have 1.5 the normal capacity. When used in a weapon, they reduce the
Durability of the weapon by 1. In addition, they impair the weapons
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Concealability. 1(P) becomes 1(S), 1(S) becomes 1(J), and 1(J) increases in
size to 2. Pistols with extended magazines require a special holster. When
drawing such a pistol from a regular holster, your character loses her
Defense.
Crafting: Your character may convert a regular magazine into an
extended one using a Build/ Repair: Firearms Kit. This requires an Extended
Action, two hours per Test, with a Threshold of 6.
Influence: Acquiring an extended magazine through Influence
requires an action one level higher than would normally be required.
Laser Sights
When using a laser sight, your character may reduce environmental
modifiers by 1. In addition, it increases the maximum Take Aim bonus by 1.
Sawed-off Shotgun
Any shotgun may be have its barrel sawed-off. Doing so is generally
illegal, even if the unmodified shotgun would not be illegal. Sawed-off
shotguns have the following effects:

-1 Size
-1 Damage
Triple range penalties

Scopes
When used, scopes increase the maximum Take Aim bonus by their
rating.

Storytelling notes Designing


new Equipment
Conventionally better equipment
As a general matter, characters who are willing to go the extra mile
should be able to get better equipment. How a character does this will vary,
but the most common examples are spending lots of extra money, using
Influence, or just making it.
However, characters should not be able to increase their Test Pool (or
decrease an opponents Test Pool) by more than 1. Thus, for example, special
armor might add 1 each to its Ballistic Rating and General Rating, because
only one of those ratings will apply to any Test. However, it should be
impossible to increase both a weapons To Hit and its Damage.

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Instead, we suggest that special weapons might have other bonuses.
Perhaps a well-made sword gives +1 Damage, and an extremely well-made
sword also has increased Durability, or ignores a point of Armor? Reducing
penalties is another option, as is increasing the maximum Take Aim bonus.
We explicitly and consciously reject the trend to make katanas simply better
than conventional swords.
Be very careful when reducing Strength Minimum, at least if also giving
the weapon a bonus to Damage or To Hit. Because Damage is keyed off of
Strength Minimum, reducing Strength Minimum can be used as a way to
backdoor increased Damage.
Armor ratings are similarly keyed off of Strength Minimum, making that
a poor Trait to improve. However, an alternative would be to reduce
penalties to Defense and Speed, grant bulletproof status to something
lacking it, or give a bonus versus one or more types of elemental attacks
(such as a bonus to resist fire or electrical damage).
Firearms explicitly should not have any way of increasing their To Hit or
Damage beyond what is already possible with these rules, unless whatever
approach is used makes the weapon unable to fire match grade ammunition.
Instead, special firearms might have increased ranges, better Concealability,
better Durability, or altered Firing Modes.
Finally, it is always possible to simply say that although a weapon has
the same stats as usual, it is more beautiful than its more conventional
counterparts. This option is particularly appealing with swords.
Supernatural powers
All of the advice comes with the caveat that everything goes out the
window when supernatural powers are involved. Still, we encourage
Storytellers to be careful lest they unintentionally destabilize the game.
When using supernatural effects that increase a weapons
effectiveness against a particular type of creature, we suggest making the
weapons bonus only applicable against a single type of supernatural
creature. Increased damage should have some limiting factor. For example,
an enchanted sword might inflict a Point of Aggravated Damage for every
Success obtained on an attack, in addition to regular damage. Such effects
should have a limit.
Supernatural enhancements should have counters. For example, wards
on a warded sword might be vulnerable to acid. Or maybe an elemental
damage bonus can be negated by appropriate armor. Thus, for example, a
flaming sword could be partially countered by flame-retardant armor.
Troubleshooting
Despite your best precautions as a Storyteller, you will occasionally
accidentally introduce equipment that upsets game balance. In these
situations, you should not be afraid to alter the equipments Traits, doing so

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on-the-fly if necessary. Players are generally understanding of such changes
so long as they understand the reason behind them.
As a more general matter, most games have one or more players who
have a tendency to optimize game systems. We advise directly engaging
with such players, and to the extent possible bringing them into design
process. By doing so, and giving them credit for their contributions, you can
head off potentially destabilizing situations. Alternately, establish a policy of
rewarding proofs-of-concept of destabilizing systems. Thus, for example, if a
player finds a combination of equipment that gives an overly-large bonus,
she might be given a small amount of XP for a proof of concept. Many
players would take you up on such an offer. After all, XP stays with a
character as long as the character survives, but an exploit is often fixed after
one encounter.

Damage and Healing


Health
Generally as per World of Darkness, p. 171. Note, however, that we
calculate Health differently than does World of Darkness. Specifically, Health
= Size + 2 Stamina, giving the average adult human (Stamina , Size 5)
Health 9. For more details about Health, see Health, p. 148.
When applying Wound Penalties, we use a broader definition of
Resistance Test than does World of Darkness.

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.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 9: Combat

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

Test each Turn to


remain conscious

Suffer additional
injury each
minute until
stabilized

Dead*

Torpor

Dead*

No effect

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Optional rule for character death


Death as a conscious action
In Montreal in Darkness and Saving Montreal, death of a player
character at the hands of another player character is always a conscious
action. Thus, if your character is being attacked by another players
character, even if your characters last Health Box is filled with Aggravated
Damage, she will not immediately die. Instead, she will survive long enough
for her attacker to have a meaningful choice as to whether or not to kill her.
Usually, this means that at a minimum your character will survive until the
end of the next Turn.
Note, however, that if your character and her attacker are both
mortals, it is entirely possible that the attacker will lack the Traits necessary
to stabilize your character. In those cases, the Storytellers will extend the
scene long enough to give some weight to the death and make sure the
other players character understands that but for her ignorance, your
character could have been saved.
Note that this rule does not apply your character is attacked by NPCs,
although the Storytellers may invoke it in situations where other players
characters have a choice whether or not to save your character.
Coda

In Montreal in Darkness, when a player character is in a situation that


she unambiguously cannot escape from, the Storytellers may give the
characters player the option of having a final scene with her would-be killer.
If this option is selected, the character may not attempt to escape her fate
during the final scene. She may, however, attempt to talk her would-be killer
out of finishing the job.
Why the no escape rule? Because our players are too smart to have
their characters give a before I kill you Mr. Bond speech. Theyve all seen
the movies. They know that those speeches never end well for the would-be
killer. Instead, they just let the victim play for time and try to escape. If they
are inclined to monologue at a defeated adversary, they will insure that the
adversary is well and truly dead before they start talking. And most NPC
antagonists are similarly too smart for this sort of nonsense.
That said, these scenes can produce extraordinary roleplaying. They
can turn character death into something epic and awesome instead of just
jarring and painful. This rule is an attempt to preserve these awesome
scenes without artificially lowering the intelligence of NPC antagonists or
forcing other players between having their character choose between acting
smart and acting in a way that is considerate to the other player.

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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.

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We are extremely dissatisfied with the addiction rules in World of
Darkness, but as of yet have not had sufficient player interest to justify
spending the time necessary to develop a better system.

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).

Poisons and toxins


As per World of Darkness, pp. 18081, except that resisting a poison or
toxin is not a Contested Action. Also, note that Storytellers will impose
modifiers to Resistance Tests based on the severity of the poison or toxin. For
rules of how poisons and toxins affect vampires (see p. 299).

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.

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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.

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The Golden Rules of Downtime Actions


The earlier the Storytellers receive your action, the better.
Well-written, well-researched actions are more likely to receive
positive responses.
Influences represent people (minions). Your characters actions
will be more successful if she engages with these minions rather than
treating like abstract buttons and levers.

Submitting Downtime Actions


Montreal in Darkness
Actions are submitted through www.darkmontreal.com. Contact the
Storytellers for login information.
Saving Montreal
Email actions to the Storytellers.

Appendix II: Additional Influence Examples


Appendix II gives numerous sample ideas for Influence Actions, and
also provides sample Influence Centers for the city of Montreal.

Appendix III: Technical Influence Manual


Appendix III provides an extremely detailed explanation of the
mechanics underlying the Influence Rules. It provides very technical
descriptions of all Influence Actions and addresses a number of uncommon
situations not addressed here. It is intended primarily for Storytellers. There
be math hereye be warned.

Personal Actions
Personal Actions are very ad hoc. When submitting a Personal Action,
describe the following:

what your character wants to do;


how your character plans to do it; and
any additional details you think will be helpful to the Storytellers.

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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.
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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.

Defining Influence Actions


At a minimum, each Influence Action has a Level, Action Type, Dice
Pool, Goal Level, and Write-up.

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:

Gaining more Influence.


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Getting something awesome you dont care what.


Poke at plot.
Obtain money, training, or other goods or services.
Meddle with other characters.
Protect yourself or your Influence.

A number of specific actions are detailed below at Action Types, p.


434, although that list focuses predominantly on actions that can be
performed by any Influence. Additional action examples can be found in
Appendix II: Additional Influence Examples, and technical rules can be found
in Appendix III: Influence Technical Manual.

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.

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Montreal in Darkness
Note that Montreal in Darkness has not yet formally adopted the guide
on Goal Levels presented on the next page.

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General Guide on Goal Levels
Go
al Level
1

What can be accomplished


Do small things that do not require your Influence to do much
extra work; get people to knowingly do things that will get them a
slap on the wrist; influence job reviews. This is the baseline for
what characters can do out-of-Center at Influence 1.
Get your Influence to do things that require some extra work on
their part; get people to knowingly do things that might get them
a moderate reprimand; directly cause demotions or promotions of
low-level employees. This is the baseline for what characters can
do in-Center at Influence 1.
Do just about anything that falls within the realm of what your
Influence does in its normal course of business, even if it means a
few late nights for your Influence; get people to knowingly do
things that could get them seriously reprimanded.
Do uncommon or unusual things, so long as they not imperil the
Influences long-term viability (from the point-of-view of the NPCs
in your Influence); get non-tenured people to knowingly do things
that could get them fired;
Do unusual or even rare things, so long as they not imperil the
Influences long-term viability (from the point-of-view of the NPCs
in your Influence); get tenured people, union members, made
men, and the like to knowingly do things that could get them fired;
Do things that are rare or downright bizarre, even if it may imperil
the Influences long-term viability, so long as there is at least
some narrow justification; get people to knowingly do things that
could get them prosecuted; reshuffle important positions;
Do things that have, at best, dubious justification. Get people to
knowingly do things that could get them put away for a serious
length of time; reassign large chunks people subject to the
Influence.
Do things that have no reasonable justification. Get people to
knowingly do things that could get them put away for a long time;
do things that could utterly destroy the Influence if they came to
light.
Run wild. Do absurd things. Get people to knowingly do things that
could get them put away forever, extradited to North Korea,
executed, or otherwise totally destroyed; fire half the staff and
replace them with monkeys;

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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.

Defining Influence Responses


After receiving your Influence Action, the Storytellers will perform dark
and secretive rituals to determine its results (see Appendix III: Influence
Technical Manual for details). The most important components of your results
are detailed below.

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.

Modifiers and Multipliers


Your characters Influence Action may be affected by various modifiers
or multipliers. Most significant are the following:
If other characters meddled with your action, its Successes may
be reduced or eliminated entirely.
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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 attacking an Influence Action, the defensive actions Level equals


that of the target action.
If attacking an Influence, the defensive actions Level equals the
targets Dots.

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
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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.

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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.

Limit on number of actions per Game Cycle


Unfortunately, your character can only track so many things at once.
During each Game Cycle, each Influence may perform at most 1 action per
Dot. Continuing the above example, if your character had Influence 3,
during any single Game Cycle, she could use that Background to perform at
most 3 Influence Actions. Thus, for example, she could perform single 3 rd
Level action, or two 2nd Level actions, or 2 1st Level actions and 1 2nd Level

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action. But However, she could not perform 4 1st Level actions. Why?
Because she only has 3 Dots of Influence.

Limit on Dots of actions per Game Cycle


In any given Game Cycle, a mortal character can use at most 90 Dots
of Influence. Vampires can only use 60. Note that this is a limit on Dots, not
Levels. There is no limit on how many Dots of Influence a character may
have; only a limit on how many she can use.
Drafters note: The fact that we even need this rule tells you
interesting things about the sort of nonsense that has occurred in Montreal
in Darkness.

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.

Meddling with other characters Influence


There are a number of interesting and creative ways that your
character can meddle with anothers Influence. However, before she can
meddle with a rivals Influence, she has to know where it is. This occurs in
three stages.
No information
At this stage, you can try to guess what actions your opponent will try
to do, or attempt to stop all Influence Actions in a specific center, but cannot
do anything more specifically focused.

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Lead

At this point, your character has a solid lead on a rivals Influence.


However, she does not necessary know who the Influence belongs to. Your
character gets a Lead whenever her Influence interacts with another
Influence. Your character also gets a Lead on any Influence that tries to
meddle with her. Alternately, she can keep an eye out for people performing
specific actions. For more details, see WATCH, p. 440.
Influence Maps
At this point, your character knows enough about a rivals Influence to
directly meddle with it. She also knows its relative strength, and the name its
owner uses to run the Influence. To get an Influence Map, your character
must TRACE a Lead.
Once your character has an Influence Map, she can spy on actions
done by the Influence, attack it, try to steal XP from it, or even try to
physically locate the Influences owner. She can even perform these actions
at the same time that she traces her Lead. However, if your character does
not have the Influence Map by the end of that cycle, any actions that depend
on the map will fail.
Similarly, when sustaining an action that requires an Influence Map, an
action cannot contribute to the sustain pool unless your character has a
valid Influence Map on the intended target by the end of the cycle. Moreover,
when performing such actions, your character must indicate the target
Influence Map from the beginning of the sustained action (even if it is
whoever winds up owning the thing I am currently tracing). This is to
prevent silly things, like someone building up a huge ATTACK and only
designating its target at the last minute.
If your character suspects that someone else has traced her Influence,
she may rearrange her Influence so that her rivals Influence Map no longer
works. However, this requires permanently cutting off those minions that
betrayed her, so she will lose a small amount of XP from the Influence. For
more details, see CONCEAL, p. 442.
Montreal in Darkness
Note that Montreal in Darkness has not yet approved simultaneous use
of TRACE and actions dependent on that TRACE action.

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

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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

All Goal Levels are 1 higher than normal.


No Sustained Actions (Combined Actions are still possible)
No Time-Intensive Actions
These actions do not count toward the limit on Dots of Influence
per Game Cycle.

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.

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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.

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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.

Getting something awesome


Sometimes, you dont really care what your character does, so long as
it is AWESOME!!!

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.

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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.

Obtain goods and services


RAISE CAPITAL
RAISE CAPITAL lets your character raise money using various unsavory
means. It always makes your minions at least slightly uncomfortable. If your
character starts using it too much, bad things could happen.
When using this action, your character rolls a Dice Pool as usual. For
each Success, she gains $62.50. That amount is multiplied by two numbers,
a level multiplier and a Category multiplier. These numbers are multiplied by
each other. Do not add the level multiplier to the Category multiplier.
Level
1
2

Multiplier
1
2

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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
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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

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+2
+3
+4
+5

Entertainment, Unions, University


Legal, Underworld
Industry, Politics,
Finance

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.

Meddle with other characters


Sometimes, your character just wants to meddle with a rival. There are
a large variety of options here that fall into roughly three categories. Those
in the first category do not require a Lead or an Influence Map. Those in the
second require a Lead. Those in the third require an Influence Map.

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

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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.
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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
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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.

Protect yourself or your Influence


HIDE
While INVESTIGATE lets your character dig up secrets, HIDE helps her
cover them up. Specifically, once your character has protected something
with a HIDE action, any INVESTIGATE actions will fail unless they overcome the
HIDE action. Like INVESTIGATE, HIDE is a very broad action. Your character can
HIDE anything from the mailing address on her utility bills to her financial
information to her phone number and more.

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.

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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.

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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
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societies that are, in their own ways, just as insular and ignorant as are the
mortal societies they claim to rule. The vampires centuries of accumulated
arrogance often makes them even less prepared than mortals to deal with
the other monsters lurking in the darkness. We strongly encourage
Storytellers to play up this sense of mystery when introducing other
supernatural creatures.
There is always something more to learn
We deliberately structured these rules so that no character could ever
be a master of everything. This is accomplished through a combination of (1)
an XP progression system that requires increasing amounts of XP for
marginal increases in capability; (2) great depth for character customization
and development; and (3) a general approach that makes it impossible for a
character to ever be certain that they are prepared to deal with every threat
(particularly with regard to Influence and Occult). As a result, Storytellers can
create situations where player characters actively intriguing against each
other must still work together to accomplish their goals.
Min-maxing is of limited use
Weve all encountered that type of player. You know, the one who
spends hours pouring over every rulebook for loopholes of infinite power. The
one who runs detailed simulations to determine optimal weapon choice and
XP progression. The one who seeks to make up for poor character stats with
their own, real-life knowledge. Given the degree of granularity sought in
these rules, it probably is not possible to create a rule system such that
completely eliminates the benefit of such min-maxing. However, weve done
what we can to limit it.
Weve heavily abstracted some of the areas most prone to obsession,
such as haven security and precautions against being followed, thus avoiding
the incentive for players to create dozens of pages of detailed minutia.
Weve also abstracted our weapon stats, so as to avoid the typical everyone
figures out what the best weapon is and uses that problem that plagues
many games. Weve also created an Ability system flexible enough to allow
the Storyteller, in almost any situation, to say there is an Ability for the
thing youre talking about, and your character does not have it. It is very nice
that youve done a lot of research on this topic in real life, but until your
character gets Dots in it, he wont be any good at it. Furthermore, weve
aggressively balanced Merits and Flaws to insure that all Flaws truly have
downsides.
Finally, weve aggressively balanced XP costs, so that everything is
worth roughly what you pay for it. Weve paid particularly close attention to
making sure all Attributes are useful and that all Abilities have an XPM
commiserate with their utility.

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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.

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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.

A Caveat on storyteller permission


The Storytellers may be willing to relax character creation restrictions
if you present us with an interesting character concept and good backstory.
Talk to us before writing them up to gauge how receptive well be. For
example, we are much more likely to waive Age restrictions on Lores than
Age restrictions on Generation. Furthermore, we will refuse to approve
characters with nonsensical stats, even if their stats do technically conform
to the rules.

Step 1: What do you want to do in the


game?
When creating your character, the first and most important question
you need to ask yourself is "what things in game am I most excited about
doing?" For example, are you interested in unraveling arcane mysteries?
Back-room political maneuvering? Desperate fights to the death? Mad-cap
adventures? Sitting back and marshalling hordes of minions to do your
bidding?
Another way to approach this question is to ask yourself "if the game
was a movie, with my character as the main character, what sort of movie
would it be?"
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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

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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.

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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.

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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".

Mix and match


Few characters fit neatly into a single category. Due to limits on
starting XP, it is impossible to build a character that is good at everything.
However, two- or three-category hybrids are certainly possible, and most
combinations are viable. The major exception is a combat-influence hybrid,
which is extremely difficult to pull off because combat and influence
characters require large expenditures of XP in wildly different areas.
It is possible to play a hybrid combat-political or even a combatinvestigative character. When playing a hybrid combat-political character, it
is often easiest for your character to use success on the battlefield as a
justification for why others should listen to her. Hybrid combat-investigative
characters tend to focus heavily on perception-related Traits.
Because a political character's Traits play so small a role her Success, it
is quite easy to play hybrid political characters. Most combinations work
here. Indeed, politics is probably the easiest thing to "tack on" to another
type of character. Indeed, it is fairly easy for a non-political character to
gradually become political during the course of play without having to spend
any XP to do so.
Influence characters often make good investigators or politicians. Their
Influences give them access to people, places, resources, and information
closed off to others. In addition, many of the Traits that make a character
good at Influence Actions are also extremely useful when politicking or
investigating. However, it is very difficult to play a hybrid combat-influence
character, because they require XP to be spent in widely different areas.

Step 2: How aggressive is your playstyle


To what extent do you value your character's ability to get results over
her chances of survival? There are a great many risks in the World of
Darkness, and while it is possible to mitigate against many of them, doing so
requires XP that could otherwise be spent on other things such as increasing
your character's attack, investigative, or influence Test Pools.
This is very much a matter of personal taste. There are few real-world
consequences if your character dies. It simply means that you have to make
a new character, who will start off with the original amount of XP your first
character received. Of course, for every player who is entirely unmoved by

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her character's death, there are others who are incredibly attached to their
characters.

Step 3: What capabilities do you want


your character to have
This is where you start nailing down more details about your character.
Small details can help set your character apart and make her much more fun
to play. We encourage you to skim the lists of Abilities, Merits, Flaws,
Backgrounds, and supernatural powers to see if any jump out at you. Some
examples are set out below.
Abilities: For example, maybe your character is an excellent driver
(Drive). Or maybe she speaks several languages (Language). If she's a
combat character, does she focus more on ranged combat or close combat?
Armed combat or unarmed? Bows or guns?
Merits & Flaws: Is your character particularly sensitive to
supernatural phenomenon (Awareness or Unseen Sense)? Maybe she is
financially supporting a family member or friend (Dependent)? Maybe she
has an enemy, or is somehow cursed (Enemy, Cursed)? Alternately, maybe
she is particularly lucky (Lucky)?
Backgrounds: Maybe your character has an old friend or mentor who
she turns to in times of need (Allies). Or perhaps she is sitting on a large pile
of money (Resources). Maybe your character is well-known within a
particular community (Status).
Supernatural powers: If your character has access to supernatural
powers, it is worth thinking about which ones you would particularly enjoy
using.

Step 4: Basic Personality


At this point, you should have a rough sense of what your character is
good at, as well as a few of the things that set her apart. You should now try
to get a rough sense of your characters basic personality and mannerisms.
As you do so, you may be tempted to make a character that is, in
essence, you. Avoid this temptation. Characters that stick too closely to your
real life will inevitably feel constrained and uninteresting because your
character can (and should) take risks that you yourself would not. Instead,
we recommend designing a character that is close enough to your own
personality that it is easy to play, but also sufficiently different that you can
have fun with it.

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Step 5: Choose faction(s), allegiance(s),


and goals
Now that you've decided what your character is like, what sets her
apart, and what she is good at, you should figure out her goals and
allegiances (Clan, hunter group, etc.). Keep in mind that most concepts will
work with most Clans or factions.
Allegiances
This will vary based on the nature of your game. While in Montreal in
Darkness, your character must be a member of the Camarilla, you can still
choose her clan. Think about which clan best suits your character concept.
Focus on the clan's backstory, mannerisms, and other "soft" characteristics
rather than its Disciplines. After all, Disciplines can be changed with the Merit
Alternate Discipline.
Goals

We cannot emphasize enough how important it is that you determine


several goals for your character before she enters play. You should have at
least three short-term goals and, if possible, at least one mid-term goal and
one long-term goal. These could be as simple as "fight evil" or as complex as
"reclaim the family's estate in Austria". If you're having trouble determining
goals for your character, please do not hesitate to reach out to the
Storytellers for assistance.

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.

Step 7: Character Sheet


Once you are happy with your character's basic concepts, it is time to
start creating a character sheet. You have two options here. First, you can
simply reach out to the Storytellers. If you give them the basic information
you figured out in steps 1 through 6, they will create a rough character sheet
for you. Afterward, you can work with them to fine-tune it to fit your needs.
Alternately, you can create the character sheet yourself using the provided
Character Aid Excel worksheet. If you take this option, please see the
Character Creation section in New World of Masquerade.
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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.

A Caveat on storyteller permission


The Storytellers may be willing to relax character creation restrictions
if you present us with an interesting character concept and good backstory.
Talk to us before writing them up to gauge how receptive well be. For
example, we are much more likely to waive Age restrictions on Lores than
Age restrictions on Generation. Furthermore, we will refuse to approve
characters with nonsensical stats, even if their stats do technically conform
to the rules.

Character creation aid


We have prepared a spreadsheet to assist in character creation. It
automates the calculation of XP costs and, perhaps most significantly,
automates synergy calculation. If you did not receive a copy of this
workbook, please contact the Storytellers.

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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.

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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

First one free; adding


or changing a
Specialty costs 2 XP.
See Specialties, p.
67.

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

Starting weapons and equipment


Your character may start play with items that make sense given her
backstory and Backgrounds. Generally, stakes, leather jackets, knives, and
small-scale illegal weapons are OK. More potent weapons require Contacts,
Influence, Resources, or the like. Alternately, you may pay XP to start with
otherwise unavailable weapons. STs will determine XP costs on a case-bycase basis. Here are some of the prices weve used before, and the
Backgrounds we had in mind when we set those prices:

Sniper Rifle 2 XP (appropriate backstory and either very high


Resources or low levels of appropriate Influence)

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 12: Character
Creation and Improvement

Very large rifles 1 XP (appropriate backstory and very high


Resources)
Tear gas shotgun shells 1 XP per 5-shell box (appropriate backstory
and very high Resources)
Incendiary shotgun shells - 2 XP per 5-shell box (appropriate backstory
and very high Resources)
Specialty bullets (IE cold iron or silver) 1 XP for 5. (appropriate
backstory, appropriate Lores, and very high Resources)

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)?

Special rules for Montreal in Darkness


Character Creation Boons
At character creation, your character owes and is owed a number of
Trivial, Minor, and Major Boons equal to your Age + 1. These boons are owed
to non-player-character Kindred of roughly equal Age and Status.

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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.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Masquerade has replaced Vampire: the Requiem as the vampire


book referenced in these rules.
Significantly expanded and clarified Discipline entries.
Significantly clarified combat rules.
Pulled weapon tables into the core rules rather than having them
as a separate rules document.
Changed Initiative from (Dexterity + Resolve) 2 (round up) to
Dexterity + Resolve.
Updated advanced feeding rules to reflect changes to Dominate
and Presence.
Eliminated Blush of Life mechanic whereby vampires can spend
Vitae to get a temporary buff to Effective Humanity, merged into
mechanics for Masquerade.
Expanded and clarified Auspex : The Spirits Touch.
Removed Mentor.
Redid Recoil terminology so that recoil modifiers exist as a
separate thing instead of increasing Strength Minimum. No actual
change to gameplay.
Clarified Surprise.
Added clan entries for Assamites and Followers of Set.
For each Clan entry, added a reference to the relevant Vampire:
the Masquerade description.
Reintroduced Advantage terminology
Changed terms associated with Library to reduce potential for
confusion. Size became Scope. Rarity became Obscurity.
Stopped using Difficulty for some extended actions and
Threshold for others; now all use Threshold.
Stopped using Challenge and Test interchangeably; now only
use Test.
Corrected typo in Masquerade Ability ( 3 was omitted).
Added explicit disclaimer that when Retainers purchase Traits that
are just as good on a Retainer as on a PC (IE, Scrounge), cost is as
if the character bought them herself.
Added explicit statement that paired characters must buy Allies to
represent each other.
Interrogations now run as per
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=211.
Items that suffer Aggravated Damage may now be repaired my
normal means.
Significant changes to Auspex x2, as described at
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=238.
Significant clarifications to Haven Security and Personal Security.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Simplified rules for Madness Network Actions.


Clarified use of Dementation x1 on characters in Frenzy.
Tweaks to overload rules for Auspex x1.
A character and her Retainers may collectively have at most one
copy of each Influence.
Significantly expanded section on the Astral Plane.
Simplified rules for using Merits and Flaws while possessing.
Clarified that when possessing, the host remembers nothing.
Clarification to Protean x3 (see
http://www.darkmontreal.com/forums/viewtopic.php?f=3&t=249).
Characters may pull punches and cleaned up the combat bonus
mechanics.
Clarifications on Protean x4.
Clarified that buffing Stamina with Vitae gives Temporary Health.
Clarified rules on staying awake during the day.
Clarifications on waking when disturbed.
Clarifications to Protean x5.
Updated rules for Get a Job and Raise Capital.
Allowed simultaneous Trace with actions dependent on that Trace.
When using Initiative Passes, must meet power use conditions the
pass before triggering rather than the pass of triggering.
Updated guideline for Goal Levels of Influence Actions.

Changes for version 1.1

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

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Changelog

o Character XP raised to 510, all Attributes now start at 2


dots
o Haven Security system standardized
o Protean 5 now keeps its defensive bonus against fire
o Protean 5 users can now only return to human form if given
a large enough space
o Presence 4 changed to "Revelation"
o Dementation 4 now uses Charisma + Subterfuge
o Dementation 2 now uses Manipulation + Empathy
o Dominate commands now incur a penalty for forcing the
target to spend Willpower
o Clarified how derangements from Total Insanity fade
o Auspex 5 astral speed now depends on a merit as well as
mental attributes
o Specializations do not apply to Disciplines

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

Did general edit for grammar, spelling and correlation


with other documents.

Long-overdue update on Resolving Opposed


Challenges

Added Stop Gap Feeding Rules

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

o
o

o
o
o
o
o
o
o
o
o
o

o
o
o
o

comparison, you could only use Occult: Discipline Theory to


identify Kindred Disciplines.
Changed XP costs for Etiquette and Gambling to 12/12/9/6/6
and 8/8/6/4/4.
Scrounge mechanics changed; were moving to a Scrounge
deck with Dots draws per cycle instead of a single Scrounge
roll before game.

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.

Clarified some tests


Added rules for large projects, including crafting and
computer coding.
Changed rules for group work.
Clarified mechanics for using Acute Senses or Heightened
Senses to listen for a pulse
Clarified Frenzy resistance rules.

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

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Total Insanity is now Dementation 4

Clarified some XP costs

Resisting becoming Blood Bound when consuming


Kindred Vitae is now more difficult

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

Changes for version 0.9n

Terminology change: Complex Action now used


instead of Instant Action.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Added Etiquette and Gambling abilities.

When using Dominate in combat, you can only make


eye contact with characters attacking you.

A few clarifications, typo corrections, and fixes for


awkward phrasing.

Obfuscate 1: Touch of Shadow now only works on


objects that you could otherwise conceal on your person. You
need Obfuscate 3 to hide larger objects (such as longbows).

Eliminated all movement modifiers in combat, except


for a -2/-4 modifier for characters firing ranged weapons while
walking/running.

Removed fully automatic firing mode from ranged


weapons

Firing a burst at a targets face does not also damage


the targets eyes.

When using a shotgun, damage to the face also


damages the eyes.

When firing a ranged weapon, you may not select


targets eyes, you must instead target a specific eye.

You regain the use of a crippled body part when that


part drops below two damage.
Version 0.9l

Auspex x3 gives +2 to Taint Test and +1 to Time test.


Auspex x2 gives no Taint Test or Time test bonuses.

Fixed typo in Retainers section regarding ghouls


starting XP. Starting Ghouls should receive 325 XP, not 400.

Updated Discipline entries to accurately reflect rules


changes regarding which Abilities are used for which Discipline
tests.

Updated Downtime Actions entry to correctly indicate


how downtime Specialties and critical failures are applied.

Version 0.9k: Release Version


Changes for version 0.9i

Bulletproof now affects firearms that do Aggravated


Damage.

Added helmets

Changes to the Abilities used for Discipline Powers:


o Auspex x4 now uses Investigation
o Dementation x1, x2 now use Subterfuge
o Dominate x2 now uses Expression

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

o Presence x1 now allows the use of either Expression or


Leadership or Socialize.
o Presence x5 now allows the use of either Intimidation or
Leadership

Activating Fortitude or Potence is now a Reflexive


Action

Fortitude now gives Armor instead of Health Levels.

Clarified how Dementation x3 works when used to


help with investigations.

All Dementation x3 failures now cause entrancement

Dementation x4 changed so that when you use it, you


test for Frenzy against the greater of your Successes and 2. Thus,
even if you fail, you still must test to resist Frenzy.

Changes to close combat attack rules:


o When you attack someone in Close Combat, your target may
resist or relent. If they resist, they get their Defense, but for
the next Turn all of their attacks take a Instant Action. If
they relent, they lose their Defense, but they may attack
normally. This is most relevant when a character with a gun
is hit with a Close Combat attack.

Doubled the penalty for avoiding hitting friends when


firing shotguns into close combat.

Boosting Physical Attributes with Vitae:


o Now lasts 1 Turn, not 1 Scene. You get +2 (total) per Vitae
up to Attribute Caps, or +1 per Vitae above Attribute Caps.
You can boost Stamina (although it will rarely do you any
good).

Staking with a bow or crossbow now requires wooden


bolts/ arrows, which give -3 Damage and triple target armor.

Retainers now start with 325 XP, and gain +5 XP for


every XP their master spends on them.

Feeding is back

Changed around which Abilities go with which


Disciplines. All Disciplines except Animalism now require at least
3 different Abilities. See Discipline Sheet for details.

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.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Switched Aura Perception and Spirits Touch. Aura


Perception is now Auspex x3, and Spirits Touch is now Auspex x2.
Changes for version 0.9h

Reformatted and reorganized Merits & Flaws. Some


edits here and there see Appendix I: Merits & Flaws.

Added detailed explanation of Dominate x5:


Possession.

Ghoul rules updated slightly

Computer: SOTA updated. No longer degrades as


often, and you get free Dots = Moderity.

Linguistic families broadened.

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.

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New World of Masquerade Core Rules, v1.3, WIP 1 Chapter 13:


Changelog

Rubber bullets targets gain Bulletproof status for


purposes of resisting damage from the shot.
Tracers BF or FA only. +1 To Hit/ 1 Damage per
tracer in a burst, in addition to normal autofire.

Influence Actions: Dice from Supernatural Powers


may not exceed Dice from Attribute + Ability + <Appropriate
Lore>.

Rules on how Humanity influences wake-up/ sleep


times.

Clarified rules for starting weapons and equipment

Interest rate changed to 2.5%

Language synergies changed. Now, you get synergies


for languages from the same family or sub-family (cumulative).

Changes before version 0.9h

Feeding rules on hold until further notice.

Reduced rarities of starting Lores, Occults.

Altered rules for augmenting Physical Attributes with


Vitae.

Clarified rules for spending retainers XP.

Added Merits: Increased Blood Capacity, Increased


Feeding Tolerance

Altered Merit: Common Sense

Added Flaw: Decreased Blood Capacity

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