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Vampire the
Masquerade
In Vampire, you are the monster; you are a vampire struggling for
survival, supremacy, and your own fading humanity. Youre afraid of what
you are capable of (personal), and afraid of the inhuman conspiracies and
mysteries that surround you (political).
Design Goals
Before we wrote any rules, we spent a lot of time thinking about what we
want the rules to accomplish. Some goals were clear and easy for us to
describe: speed up play, make the rules easier to teach and to learn, and
create options for players to customize the rules to suit their preferred
styles of play. But some goals are expressed less easily in rules, and its
these areas in which we ask for your help today.
Development Status
This pre-alpha playtest draws on 25 years of Vampire the Masquerade.
We have selected some rules and concepts from different editions,
choosing what we felt each edition did best to help us create this newest
version of the game. Some rules, like Hunger, are completely new.
Nothing here is final, and almost everything will go through several
iterations of design, redesign, and testing before its ready for the Alpha
Playtest later this year.
Feedback
We appreciate your help today. Please help us improve these pre-alpha
rules by sharing your opinions about it with us. You can provide us with
feedback as part of the playtest or immediately after, any time that you
see us at the World of Darkness Berlin convention, or through the
playtest survey that we will share with you in email after the convention.
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BASIC ACTION RESOLUTION
Dice Pool
How to Succeed
When you roll a dice pool, every die result that is 6 or higher
is a success. This includes 10 (represented as 0 on most
d10s).
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The Storyteller determines how many successes you need for
each role, depending on the difficulty of what youre trying
to accomplish. Example difficulties:
Easy = 1 success
Standard = 2 successes
Moderate = 3-4 successes
Challenging = 5 successes
Hard = 6 successes
Very Hard = 7-8 successes
Nearly Impossible = 9-10 successes
If your roll included some successes, you can try again later
in the scene, but you suffer a setback. The next time you try,
the task gets harder: the Difficulty increases by at least 1.
The Storyteller may ask you what you do differently the next
time to justify getting to retry an action.
Succeed at a Cost
DESIGN NOTES
CHARACTER TRAITS
Attributes
Characters all have 3 Attributes measured from 1 to 5:
Physical
Social
Mental
Attribute Specialities
Physical Strength, Dexterity, Stamina
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Social
Mental
Charisma, Manipulation, Appearance
Intelligence, Wits, Perception
DESIGN NOTES
Skills
Skills are the abilities, knowledges, aptitudes, and expertise
that each character possesses, rated from 1 (novice) to 5
(expert).
Using Skills
To use any skill, add the number of dice equal to the skill
rating to a number of dice equal to the relevant Attribute:
thats the basic dice pool. (Before rolling, add dice for any
applicable specializations or situational modifiers, and
remove dice for any penalties.)
DESIGN NOTES
Willpower
DESIGN NOTES
Virtue and Vice are traits that are central to defining your
character. Both are adjectives that describe these dominant
personality traits. Virtue is a point of strength and integrity
in the characters life, Vice is a place of weakness.
CONFLICT
Fighting
Attacks with weapons (melee or ranged) are opposed rolls.
Remember that NPCs can always Take Half instead of making
an opposed roll, to speed up the conflict.
Ranged Attack
Damage
Brass knuckles: +1
Switchblade: +2
.38 Revolver: +3
Assault rifle: +5
Superficial Damage
Superficial damage is painful and can impair a characters
actions, but is usually not lethal unless inflicted in massive
amounts. For mortals this is bashes, sprains, bruises and
general body fatigue. For vampires, its all this plus damage
from things that could kill mortals, such as bullets, knives,
swords, and animal bites. Mark superficial damage on the
character sheet by making a / on the Health Track.
Aggravated Damage
Aggravated damage can kill very quickly. For mortals, its
nearly anything exceeding bashes, sprains, bruises and
general body fatigue. For vampires, its limited to a very few
things, including fire, sunlight and the teeth and claws of
other supernatural creatures. Mark Aggravated damage on
the character sheet by making a X on the Health Track.
Armor
For the purposes of this playtest, assume each point or
armor changes one point of Aggravated damage (per
damage roll) to Superficial damage, which is then halved
according to the standard rules for Superficial damage,
above.
(Final) Death
A mortal with his Health track filled with Aggravated Damage
will die in Physical(Stamina) minutes, unless first aid is
applied. A mortal can also die as a result of Critical Injuries
(see chart).
DESIGN NOTES
Blood
Below are the most common reasons to rouse the Blood. Not
all of them will occur in this playtest. Kindred call these
actions rousing the Blood.
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Every time you do one of these things in a scene, make a
note of it: youll need this information at the end of the
scene. In a dramatic scene, one Rouse can be made per
game turn.
When you rouse the blood you may gain Hunger (add Hunger
dice to your Hunger pool; see below), and when you feed you
reduce Hunger (remove dice from your Hunger pool).
Hunger
To reflect this in the game, always use your all Hunger dice
(if you have anyand remember that the only time you dont
have any Hunger dice is when youve just fed from and killed
a human) as part of every dice pool. Form your dice pool
normally, and then substitute your current Hunger dice for
an equal number of normal dice from your pool, so that you
have a dice pool that combines normal dice and Hunger dice.
Note that its not the action itself that inflicts the
compulsion: its that hunger that you havent dealt with yet
by feeding. Searching through a haven or driving a car are
relatively mundane tasks, but the effects of Hunger can
strike anytime, anywhere, and without warning. You must
stay well fed in order to reduce these risks.
Frenzy
Frenzy Provocations
DESIGN NOTES
Appendix 1
Compulsions
General Compulsions
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1: Overpowering blood whisper. Memories or emotions of
your last victim rise to the surface, whispering insistently
in your ears. Lose an action if in combat, otherwise remain
immobile listening to the murmurings for 1 minute.
2. Check the surroundings! You feel an overpowering
predatory need to survey the area for prey. Youll stop at
nothing to get a better view of the situation, spending
precious time to reach a good vantage point, or become
disabled by claustrophobia-like anxiety for a turn (or
more, depending on scene and circumstances).
3: Life nostalgia. You feel a sudden urge to do something
that reminds you of the person you were when you were
still alive. Call someone you knew in life. Zone out over a
smell from childhood. Eat your favourite food and then
throw it up. Do something comforting and familiar to
temporarily forget you are a blood-addicted monster.
4: Dead people problems. Fail at being human during this
scene, with consequences. Forget to use the lungs
properly. All that comes out is whispers. You grow
temporarily cold and pale. Touch screens stops working.
You stop blinking. (If you spent blood to appear mortal in
this scene, the blood ceases to have the desired effect
immediately.)
5: Predators taint. Lash out. Hurt the person in the scene
you like the most, socially, emotionally, or physically.
6: Clan specific 1
7: Clan specific 2
8: Clan specific 3
9: The hunger rises. You suffer an overwhelming urge to
feed during this scene. You must have blood. You must
taste it, drink it! At least 1 blood must be consumed. If
impossible, feed from self, causing 1 Aggravated wound.
10: Frenzy! Make an immediate frenzy roll against
perceived provocation or fear.
Brujah
1: Triggered. You are offended by something in this scene
and react to it with extrovert anger.
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2: Devils advocate. Take the opposite stance to the next
suggestion that comes up and refuse to budge.
3: Frenzy! Make an anger frenzy roll. If you fail react with
terrible anger at a perceived slight or provocation.
Gangrel
1: Check the surroundings! You feel an overpowering
predatory need to survey the area for prey. Youll stop at
nothing to get a better view of the situation, spending
precious time to reach a good vantage point, or become
disabled by claustrophobia-like anxiety for a turn (or
more, depending on scene and circumstances).
2: Animalistic. You lose the ability to communicate with
language, temporarily unable to speak for the entire
scene. With an effort you may make a few grunts, growls,
or snarls.
3: Regression. Your higher brain functions are temporarily
subdued, reducing you to acting on instinct for the entire
scene. Self-preservation becomes a top priority, though
you can still tell friend from foe.
Malkavian
1: Sanguine animism. You become haunted by your last
victim for the rest of the scene. You may do something to
help your victim or even believe that you are your victim
for the rest of the scene.
2: Madness Network You are overwhelmed by a flash of
insight about the current scene. Storyteller chooses the
exact details and information, which you see as images
and sounds in your mind. This is never pleasant.
3: Derangement triggers in a severe way (See character
sheet)
Toreador
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voice, an image, a smell, a taste, etc. for the rest of the
scene. You lose all sense of your surroundings, becoming
immobile and focusing all your attention exclusively on
this one thing. Describe the experience.
2 Crave intimacy. You crave intimacy with a mortal, or a
kindred if no mortals are in the scene. You want and need
someone to whisper that its all gonna be fine, to feel the
primal intimacy of the motions of mortal sex, someone to
hold you tight. The intimacy can be one-sided. If you fail
you must feed
3 Obsession. You fall in love or hate with someone in this
scene. This feeling continues until you act clearly on it,
then the feeling passes.
Ventrue
1: Be seen. Make a declaration or speech, and make sure
no one ignores it. Do whatever you must to be heard:
stand on a chair, a table, a rooftop; shout if you must, and
silence anyone who dares to interfere with you.
2: Obey orders. Look for instructions from above to
comfort youdemand them if necessary!and then carry
them out to the letter. If you are alone God is always there.
3: Assert dominance. Give a command and make sure
someone obeys it. Threaten, coerce, persuade, or use
Dominate if you have to, but make sure your instructions
are carried out.
Appendix 2
Critical Injuries
Roll a D10 and add current Aggravated damage on the Health track.
Auspex
Heightened Senses
Description: This power increases the acuity of all of the
vampires senses, effectively doubling the clarity and range
of sight, hearing, and smell. The Kindred may magnify her
senses at will, sustaining this heightened focus for as long as
she desires. Occasionally, this talent provides extrasensory
or even precognitive insights.
System: Rouse the Blood to activate for one scene. While
active, add the characters Auspex rating to any dice pool
involving Alertness or Awareness. For exceptional
precognitive insights, roll only Auspex, but unless the threat
is immediate and somewhat obvious, multiple successes are
required.
Aura Perception
Description: Using this power, the vampire can perceive the
psychic auras that radiate from mortals and supernatural
beings alike. The stronger the emotions involved, the more
intense the hues become. Aside from perceiving emotional
states, vampires use Aura Perception to detect supernatural
beings.
System: The character Rouses the Blood and stares at the
subject for a few seconds. Roll Mental(Perception) +
Empathy.
Successes Result
1 success: Can distinguish only the shade (pale or bright).
2 successes: Can distinguish the main colour.
3 successes: Can recognize the colour patterns.
4 successes: Can detect subtle shifts.
5 successes: Can identify mixtures of colour and pattern.
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Aura Colors
Celerity
Alacrity
Description: You are capable of an incredibly fast response
time. By activating Alacrity, you have the ability to make
incredibly rapid movements, increasing both dexterity and
reflexes.
System: When you Rouse Blood to activate Alacrity, your
Initiative value doubles, and you can add your Celerity rating
to all rolls involving Physical(Dexterity) and/or Athletics.
Alacrity lasts for one scene.
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Swiftness
Description: Your body responds so quickly that the world
around you seems to slow down. You can use this extra time
to avoid dangers that would otherwise be unavoidable.
System: Rouse the Blood to activate Swiftness for one scene.
While active, Swiftness allows you to use your Dodge skill
against firearms even with no cover without losing your next
action. You also dont suffer penalties when fighting multiple
opponents.
Rapidity
Description: You can move faster than humanly possible.
Before a normal human can move or breathe, you are already
acting a second time.
System: When you Rouse Blood to activate Rapidity, you gain
an extra Action (including normal movement) at the end of
the round. This action can only be used for physical
activities. Rapidity lasts for a number of rounds equal to your
Celerity rating.
Dominate
Command
Description: The vampire locks eyes with the subject and
speaks a one-word command, which the subject must be
obey instantly. The order must be clear and straightforward:
run, agree, fall, yawn, jump, laugh, surrender, stop,
scream, follow. If the command is at all confusing or
ambiguous, the subject may respond slowly or perform
the task poorly. The subject cannot be ordered to do
something directly harmful to herself.
System: Rouse the Blood and make a resisted
Social(Charisma)+Intimidation roll vs Willpower. (Roll dice
equal to targets remaining Willpower.)
Mesmerize
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Description: With this power, a vampire can verbally implant
a false thought or hypnotic suggestion in the subjects
subconscious mind. Both Kindred and target must be
free from distraction, since Mesmerize requires intense
concentration and precise wording to be effective. The
vampire may activate the imposed thought immediately
or establish a stimulus that will trigger it later. The
victim must be able to understand the vampire, though
the two need to maintain eye contact only as long as it
takes to implant the idea. Mesmerize allows for anything
from simple, precise directives (handing over an item) to
complex, highly involved ones (taking notes of someones
habits and relaying that information at an appointed time). It
is not useful for planting illusions or false memories (such
as seeing a rabbit or believing yourself to be on fire). A
subject can have only one suggestion implanted at any
time.
System: Rouse the Blood and make a resisted
Social(Manipulation)+Leadership roll vs Willpower.
Fortitude
Endurance
Description: You are beyond pain or fatigue, ignoring such
hardships. Your body simply does not feel such minor
inconveniences.
System: Rouse the Blood to activate Endurance for one
scene. Your character does not suffer the regular -2 pool
penalty to being Impaired and other critical injuries have
their penalties reduced by 1.
Mettle
Description: Your body can take more damage than others,
suffering only light injuries even under circumstances that
should do serious harm.
System: Rouse the Blood to activate Mettle for one scene.
Each time your character takes Aggravated damage, you may
convert 1 point of Aggravated damage to Superficial
damage.
Resilience
Description: Beatings that would slow or maim others mean
nothing to you. You can shrug off such detrimental injuries.
System: Rouse the Blood to activate Resilience for one scene.
Each time your character takes damage, you may ignore 1
point of Superficial damage. You can use this power in
conjunction with other powers that convert Aggravated
damage into Superficial damage. (You can use Mettle to
downgrade a point of aggravated damage into normal
damage, then you can use Resilience to ignore that point of
normal damage.)
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Obfuscate
Cloak of Shadows
Description: The vampire conceals herself from sight by
relying on nearby shadows and cover to assist in hiding her
presence. She steps into an out-of-the-way, shadowed place
and eases herself from normal sight. The vampire remains
unnoticed as long as she stays silent, still, under some
degree of cover (such as a curtain, bush, door frame,
lamppost, or alley), and out of direct lighting. The immortals
concealment vanishes if she moves, attacks, or falls under
direct light. Furthermore, the vampires deception
cannot stand up to concentrated observation without
fading.
System: Rouse the Blood to activate Cloak of Shadows. No
roll is necessary. The power lasts until the user moves or
otherwise makes herself noticed, or the scene ends.
Unseen Presence
Description: The vampire can move around
without being seen. Shadows seem to shift to cover
him, and people automatically avert their gazes as he
passes by. Others move unconsciously to avoid contact
with the cloaked creature; those with weak wills may
even scurry away from the area in unacknowledged
fear. The vampire remains ignored indefinitely unless
someone deliberately seeks him out or he inadvertently
reveals himself.
System: Rouse the Blood to activate Cloak of Shadows. No
roll is necessary. If the user takes any action other than
walking, roll Mental(Wits)+Stealth with a difficulty
determined by the ST to avoid breaking the stealth. The
power otherwise lasts until the scene ends.
Potence
Prowess
Description: Your strength is clearly supernatural. You attack
with mighty force, overwhelming your enemies and awing
your allies.
System: Rouse the Blood to add your Potence rating as
automatic successes in any Physical(Strength)-based roll for
a turn.
Mighty Leap
Description: Vampiric strength can not only be used to crush
and break, but to propel the user further than any natural
muscles would allow, in flight-like leaps.
System: Rouse the Blood to leap through the air, travelling a
distance equal to five times the number of successes on a
Physical(Strength)+Athletics roll if jumping horizontally, or
times two if going for a vertical leap. (Yes, this can be
combined with Prowess for some truly spectacular flying.)
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Penetrating Strike
Description: The user is able to concentrate her strength
with such speed and focus to make a mockery of armour.
System: Rouse the Blood to make the next brawl or melee
attack ignore armour.
Presence
Awe
Description: Those near the vampire suddenly desire to be
closer to her and become receptive to her point of view. Awe
is extremely useful for mass communication. It matters
little what is said the hearts of those affected lean
toward the vampires opinion. The weak want to agree
with her; even if the strong-willed resist, they soon
find themselves outnumbered. Awe can turn a chancy
deliberation into a certain resolution in the vampires
favor almost before her opponents know that the tide
has turned. Despite the intensity of this attraction, those so
smitten do not lose their sense of self-preservation. Danger
breaks the spell of fascination, as does leaving the area.
Those subject to Awe will remember how they felt in
the vampires presence, however. This will influence
their reactions should they ever encounter her again.
System: The player Rouses the Blood and rolls
Social(Charisma) + Persuasion. The number of successes
rolled determines how many people are affected, as noted
on the chart below. The power stays in effect for the
remainder of the scene or until the character chooses to
drop it.
Dread Gaze
Description: While all Kindred can frighten others by
physically revealing their true vampiric natures baring
claws and fangs, glaring with malevolence, hissing loudly
with malice this power focuses these elements to insanely
terrifying levels. Dread Gaze engenders unbearable terror
in its victim, stupefying him into madness, immobility,
or reckless flight. Even the most stalwart individual
will fall back from the vampires horrific visage.
System: Rouse the Blood and make a resisted roll of
Social(Charisma)+Intimidation against Composure of a single
target. On 1-2 Successes the target is cowed, effectively
losing the next action. On three or more successes the target
tries to flee by any means necessary. Vampires affected thus
need to make an immediate fear frenzy test.
Entrancement
Description: This power bends others emotions, making
them the vampires willing servants. Due to what these
individuals see as true and enduring devotion, they heed
the vampires every desire. Since this is done willingly,
instead of having their wills sapped, these servants retain
their creativity and individuality.
While these obedient minions are more personable
and spirited than the mind-slaves created by Dominate,
theyre also somewhat unpredictable. Further,
since Entrancement is of a temporary duration, dealing
with a lapsed servant can be troublesome. A wise Kindred
either disposes of those she Entrances after they
serve their usefulness, or binds them more securely by a
blood bond (made much easier by the minions willingness
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to serve).
System: The player Rouses the Blood and makes a resisted
roll of Social(Appearance) + Empathy vs Willpower; the
number of successes determines how long the subject is
Entranced, as per the chart below.
The Storyteller may wish to make the roll instead, since the
character is never certain of the strength of her hold on the
victim. The vampire may try to keep the subject under her
thrall, but can do so only after the initial Entrancement wears
off. Attempting this power while Entrancement is already in
operation has no effect.
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Academics Art