VAMPIRE: THE MASQUERADE
Introductory Kit - Section 4
Section
1 - Introduction - What is Vampire: The Masquerade?
Section 2 -
Setting -Vampire History and Hierarchy
Section
3 - Character Creation - Making Your Own Vampire
Section 4 - Rules - Playing the
Game and Story Ideas
Blood and Health
Rules
Combat
Story Ideas
Because of the mature
themes involved, reader discretion is advised.
Based on the Vampire:
The Masquerade game created by Steve Brown, Andrew Greenberg, Chris McDonough,
Mark Rein-Hagen, Lisa Stevens, Joshua Gabriel Timbrook and Stewart Wieck
Check out White
Wolf Online at http://www.white-wolf.com,
alt.games.whitewolf and rec.games.frp.storyteller.
(c) 1997 White
Wolf, Inc. All rights reserved. White Wolf and Vampire the Masquerade
are registered trademarks of White Wolf, Inc. All rights reserved. All
characters, names, places and text herein are copyrighted by White Wolf,
Inc. The mention of or reference to any company or product in these pages
is not a challenge to the trademark or copyright concerned.
Blood
and Health
Besides the four Traits already mentioned, vampires
are measured via two other criteria: Blood Levels and Health Levels.
Blood
Vampires can use ingested blood to perform various
supernatural feats.
Characters have 10 Blood Levels, representing
the different stages of satiation. Vampires spend Blood Levels to power
Disciplines, boost Physical Traits, and heal wounds. They regain Blood
Levels by feeding on mortals.
Each night, when a vampire awakens, she expends
a Blood Level. She may expend additional Blood Levels to perform supernatural
feats.
A
vampire may spend blood to heal wounds. Each Health Level healed costs
one Blood Level. Healing takes one full turn of concentration to perform.
Each use of a Basic Discipline costs one Blood Level.
Each use of an Advanced Discipline costs two Blood Levels, unless stipulated
otherwise.
A vampire may spend blood to imbue herself with superhuman strength and
vitality. To add a single point to the Physical Trait costs one Blood Level.
Extra points may be added, but each additional point costs one one cumulative
Blood Level (the second Physical dot costs two BloodLevels, the third dot
three, etc.). Thus, a vampire seeking to increase her Physical Trait by
+3 would have to spend six Blood Levels (1 + 2 + 3).
A vampire with no more Blood Levels in her body
enters torpor (see below).
Vampires regain blood by feeding on humans. Each
turn, a vampire may suck one Blood Level from a human. Humans have 10 Blood
Levels in their bodies. When a human is reduced to five or fewer Blood
Levels, he is in need of hospitalization. If all blood is drained from
him, he dies. More merciful vampires try to restrict themselves to one
or two Blood Levels from a given victim.
Hunger: When a vampire has five or fewer Blood
Levels, she is hungry. If she sees or smells blood, she must make a frenzy
check to avoid immediately seeking to feed. A vampire at two or fewer Blood
Levels is ravenous; merely being in the proximity of a blood source (i.e.,
a human) is cause for a frenzy check, and actually seeing or smelling blood
increases the difficulty of the check by one.
Other Creatures: Vampires may feed from animals,
but this is unsatisfying. Animal blood is not nearly so nourishing as human
blood. Assume that a cow (or similar-sized crea-ture) has five Blood Levels,
a dog two, and a cat one.
Vampires may drink from other vampires, and even
drain them outright. This is called diablerie, and it is the greatest crime
a vampire can commit — at least among Camarilla vampires. It is rumored
that if a vampire drinks the blood of an elder vampire, she gains all his
power. And, of course, the Methuselahs are known for being able to feed
only on other vampires.
Health
Vampires have seven Health Levels, representing
various stages of wounding. These are: Light, Light, Medium, Medium, Serious,
Serious, and Critical. As wounds are accumulated, check off the wound boxes
on the character sheet. Blood Levels may be spent to heal wounds. When
all Health Levels are gone, the character goes into torpor (see below).
Pain
Though undead, vampires do feel pain. When a
vampire reaches the Medium Health Level, she suffers -1 die to all actions.
When she falls to the Serious Health Level, she suffers -2 dice to all
actions. A minimum of one die is always rolled, no matter how wounded a
vampire is. Vampires in frenzy (or Brujah in the throes of Blood Rage)
may ignore pain penalties.
Torpor and Final Death
When a vampire has lost all her Health and/or
Blood Levels, she enters a state called torpor. She is still “alive,” but
is effectively catatonic, incapable of movement or action. To recover from
torpor, a vampire must be fed at least one Blood Level.
If a vampire falls into torpor and takes one
more injury from an aggravated wound (fire, sunlight, claws, etc.), she
dies again — this time permanently. This is called the Final Death, and
no vampire may come back from it. A vampire may also be sent to Final Death
if, after entering torpor, the vampire is dismembered (decapitated, limbs
chopped off, body hacked into pieces, etc.). Dismemberment takes five turns
to accomplish.
A character who has been sent to Final Death
is out of the game forever; the player must create a new character.
Rules
Most of the action in Vampire is determined by
the players and Storyteller, but we provide a few rules to help arbitrate
complex situations. This system uses six-sided dice, which you can find
in most hobby stores, Monopoly sets, Wal-Marts, etc. When a player decides
to have his character undertake an action for which the outcome is in doubt
(shooting a gun at a distant foe, trying to fast-talk the prince, etc.),
the Storyteller looks at the character’s Traits and decides which Trait
(Physical, Mental, Social, Psychic) is most relevant. He gathers a number
of dice equal to his character’s Trait, and the Storyteller assigns a difficulty
number (a number between 2 and 6) to the feat. The player then rolls the
dice. If at least one (or sometimes more) of the numbers on the dice equals
or exceeds the difficulty number, the action succeeds. If not, the action
fails.
Automatic Tasks Versus Dice Rolls
Most tasks are automatic. If Cynthia says, “My
character Maxine walks into the deserted alley,” Cynthia does not need
to make a roll to do this. It happens automatically. Likewise, for the
purposes of drama, routine tasks such as driving to a nightclub or climbing
a ladder can be assumed to succeed, even though in real life there is always
a chance of having a wreck or falling off the ladder. Rolls need be made
only for those events that are particularly dramatic and that have a good
chance of failing.
Sometimes a routine event can become a dramatic,
tension-filled scene if performed in haste or under duress. For example,
if the character driving to the nightclub is barreling down the road at
100 m.p.h., against the flow of traffic, while being chased by the Sabbat
and the city police, Physical dice rolls to avoid wrecking the car might
well be called for!
Difficulties
Difficulties range between 2 and 6. A difficulty
of 2 represents the easiest feats; a difficulty of 6, the most challenging.
When in doubt, the default difficulty is 4. Difficulties can never be
higher than 6 — if a difficulty is calculated to be greater than 6, reduce
it to 6.
2 Easy (walking atop a two-foot-wide wall)
3 Routine (seducing someone already “in the mood”)
4 Normal (stalking a reasonably alert victim)
5 Challenging (shooting a target at long range)
6 Really tough (escaping from handcuffs)
Number of Successes
Each die whose number equals or exceeds the difficulty
number is called a “success.” Most of the time, a single success allows
the vampire to succeed in her attempted task — barely. Getting more successes
indicates a higher level of performance. For example, let’s say a Toreador
(Social 4) gives a performance in a nightclub. Four dice are rolled; while
a single success indicates an acceptable performance (she doesn’t get booed
off the stage), three or four successes are needed to give a brilliant
or virtuoso performance.
Successes
1
2
3
4 |
Quality
It'll do
Good
Great
Masterful |
Example of Play
Cynthia’s character, Maxine the Brujah, has been
sought out by Devil Jack, the prince’s Gangrel enforcer. (Devil Jack is
played by the Storyteller.) Devil Jack begins questioning Maxine concerning
her whereabouts on last Wednesday night (the night an anarch gang set fire
to the prince’s refinery). Cynthia, speaking as Maxine, indignantly denies
any knowledge of the deed (“I was at a dance club on the other side of
town!”), and the Storyteller tells Cynthia to make a Social roll to convince
Devil Jack. Maxine has a Social score of 2, and the Storyteller tells Cynthia
that the difficulty is 4 (Devil Jack is loyal to the prince and knows that
Maxine occasionally hangs out with anarchs, but he likes Maxine and is
inclined to trust her). Cynthia rolls two dice and scores 1 and 5: one
success. Devil Jack reluctantly accepts Maxine’s alibi (perhaps he is unwilling
to question the story too deeply), but sternly warns Maxine that the prince’s
eyes are everywhere, and that she’d better toe the line for awhile.
If, in the Storyteller’s opinion, Devil Jack
had particularly damning evidence against Maxine, or disliked her, the
Storyteller might have raised the difficulty of Maxine’s roll to 5 or even
6, or might have decreed that Maxine needed two successes to convince Devil
Jack of her innocence.
Contests
Sometimes, a character will be in conflict with
another person or vampire, not simply a situation. Such events are known
as contests. To resolve a contest, the player rolls against a difficulty
number as normal, but the opponent also gets to roll his own Trait against
the same difficulty number. The contestant who scores the most successes
wins. Ties reroll.
Almost all contests are considered difficulty
4. First, the attacker rolls. Then the defender rolls in an attempt
to take away the attacker’s successes.
Example #1: Baron d’Havilland (Social 4) and
Lady Ravenwood (also Social 4) are striving to seduce the same beautiful
model. Because the model likes d’Havilland and Lady Ravenwood about equally,
both vampires must roll versus difficulty 4. D’Havilland rolls four dice
and scores 1, 3, 4, and 6 — two successes. Ravenwood also rolls four dice
and scores 2, 5, 6, and 6 — three successes. The model slinks away with
the smirking Lady Ravenwood, and d’Havilland must seek blood and companionship
elsewhere this night.
Example #2: Baron d’Havilland (Social 4) is attempting
to order a recalcitrant mortal (Psychic 2) out of his way. D’Havilland
rolls four dice and scores 1, 3, 5, and 5 — two successes. The mortal rolls
two dice and scores 3 and 6 — one success. D’Havilland wins — the mortal
grudgingly lets the vampire pass.
Example #3: Maxine the Brujah (Physical 4) is
arm-wrestling a Nosferatu (also Physical 4). Both vampires have Basic Potence,
so they are considered of approximately equal strength. The Storyteller
decides that the first vam-pire to score three cumulative consecutive successes
wins. On Turn #1, Maxine rolls two successes, and her opponent rolls one.
Maxine has one success in the contest; she levers the Nosferatu’s arm down
ever so slightly. On Turn #2, the Nosferatu scores two successes, and Maxine
scores none. The Nosferatu not only canceled out Maxine’s “stored” success,
but got one of his own; he powers his arm back to the neutral position,
then bends Maxine’s arm over a little. This battle will seesaw back and
forth until one or the other wins.
Drama
The nocturnal world of a vampire is a cauldron
of danger, mystery and terror. The following section presents some common
quandaries faced by vampires, as well as rules to resolve them.
Time
Time, in Vampire, is fluid. It is measured
in terms of turns, scenes and stories.
Turn: A turn usually lasts about three
seconds. It is used when adjudicating dramatic situations involving split-second
decisions and actions, such as combat. In one turn, each character can
take one action, unless he has the Discipline of Celerity.
Scene: A scene is a sequence of events
in roughly the same time and place. So, a brutal back-alley brawl and a
soiree at the prince’s mansion both constitute a scene, even though the
party lasts longer than the fight.
Story: A story is an entire sequence of
events in which the characters take part. It has a plot, a climax and a
resolution.
Example: In the movie Star Wars, each swing of
Obi-wan’s/ Darth Vader’s lightsabers took a turn; the scene in the Death
Star garbage disposal took, appropriately enough, a scene; and the entire
movie was a story.
Initiative
Sometimes it’s important to know who acts first.
A vampire who gets the jump on her opponent is said to have the initiative.
To determine initiative, compare Traits in this
order:
- Hunter’s Instinct (activated)
- Advanced Celerity (activated)
- Basic Celerity (activated)
- Highest Physical
- Highest Mental
Ties: Roll one die; the highest roll wins. Keep
rolling until the tie is resolved.
Example: Devil Jack the Gangrel attacks a monstrous
Gangrel vampire of the Sabbat. Both have activated Hunter’s Instinct. Neither
has Celerity, so the Storyteller compares Devil Jack’s and the Sabbat vampire’s
Physical Traits. Both have Physical Traits of 4. Comparing Mental Traits,
the Storyteller sees that Devil Jack has a Mental Trait of 3, while the
Sabbat vampire has a Mental Trait of 1. Devil Jack attacks first. If the
Sabbat vampire had had a Mental Trait of 3, the Storyteller and Devil Jack’s
player would have simply rolled a die, with the highest roll acting first.
All extra actions gained via Celerity come after
every-one has taken their first actions. Initiative of extra actions is
determined normally.
Combat
Vampires are masters of manipulation and subtlety,
preferring to win battles through indirect means. Every now and then, though,
a vampire is forced into combat — to take down resistant prey, to defend
herself from a blood-hungry anarch, or simply to eliminate a centuries-old
rival once and for all.
Combat is conducted in three-second turns. It
uses the task system already established; initiative is determined normally,
and most combat actions are considered Physical tasks. There are two basic
types of combat: hand-to-hand and ranged.
Hand-to-Hand
Hand-to-hand combat is conducted with fists,
natural weaponry (claws or fangs), or weapons. Initiative is determined
normally. Attacks are resolved in order of initiative. Each turn, a combatant
may choose to strike, grab or dodge.
Strike: The attacker rolls Physical (difficulty
4). The combatant being attacked automatically defends (also Physical,
difficulty 4). If the attacker scores a number of successes equal to or
exceeding the defender’s roll, he has successfully struck the defender.
Grab: The attacker rolls Physical (difficulty
4). The combatant being attacked automatically defends (also Physi-cal,
difficulty 4). If the attacker’s Physical Trait equals or exceeds the defender’s
Physical Trait, or the attacker has a higher level of Potence Discipline
than the defender, the defender is grabbed. Each turn thereafter, the attacker
may automatically inflict damage, and the defender is trapped until he
successfully strikes and inflicts damage on the attacker, in this or a
subsequent turn. Furthermore, if the grabbing attacker is a vampire, he
may choose to forego his automatic damage and instead bite his prey. A
bite inflicts only one Health Level of damage, but thereafter the vampire
may begin draining Blood Levels from the victim’s body at the rate of one
per turn.
Dodge: Actively dodging takes an action
— the dodging party may not do anything else, even attack, this turn. However,
the dodging combatant gains +2 to her Physical roll to avoid all attackers’
blows. If the dodging defender beats the attacker’s successes, she gains
the initiative next turn!
Damage: If the attacker hits, he inflicts
a number of Health Levels of damage equal to his Physical Trait, or (if
using Protean claws or a weapon) equal to his Physical Trait +1.
Soak: Because vampires are clinically
dead, they may attempt to absorb some of the damage with their corpselike
bodies. An injured vampire may make a Physical roll (difficulty 5); if
she succeeds, she only takes half normal damage, rounded up (minimum of
one Health Level). Fire, sunlight, vampire fangs, and the claws grown through
the Protean Discipline are considered aggravated damage; the vampire may
not soak these types of damage unless she has the Fortitude Discipline.
Ranged Combat
To conduct ranged combat, the vampire must have
a thrown object or a gun. Each turn, the vampire may throw an object or
fire one accurate shot, provided she has objects to throw or bullets to
fire. Celerity allows increased rates of fire.
Strikes: Strikes take place at long, medium
or point-blank range. Strikes made at long range are difficulty 5; at medium
range, difficulty 4; and at point-blank range, difficulty 3. (However,
at point-blank range, the defender has the option to enter hand-to-hand
combat with the attacker!)
Dodge: A defender may dodge normally,
as above, though this does not automatically give the defender the initiative
in the next turn if successful. A defender may also execute a running dodge.
A running dodge takes an entire action, and the defender does not gain
any bonuses to her Physical Trait; however, she automatically closes the
gap between herself and the attacker by one range level (i.e., if she was
at long range, she is now at medium range).
Straight Run: A defender may decide to
simply charge at the attacker. This takes an entire action, and the defender
may not defend against the attacker’s shot; however, at the end of the
turn, the defender is automatically in hand-to-hand range and may attack
next turn.
Damage: Damage from thrown objects and
gunshots is conducted a little differently from hand-to-hand damage. A
thrown object inflicts a number of Health Levels equal to the attacker’s
successes on the strike roll +1. A bullet inflicts a number of Health Levels
equal to the attacker’s successes on the strike roll +3.
Soak: Bullets and thrown objects can be
soaked nor-mally.
Fire and Sunlight
Sunlight and fire are the vampire’s worst foes.
Direct sunlight automatically inflicts one Health Level of wounds every
turn. Indirect sunlight (the vampire is heavily cloaked or shaded) inflicts
one Health Level of damage every two turns. This damage may not be soaked
unless the vampire has Fortitude.
Small/weak fires inflict damage as indirect sunlight,
or one automatic Health Level for a sudden burn (a torch, etc.). Large
and/or intensely hot fires (a burning building, a propane torch) inflict
damage as direct sunlight, or two automatic Health Levels for a sudden
burn. Again, this damage is soakable only with Fortitude.
Frenzy
At heart, all vampires bear an inner Beast. This
Beast manifests in the terrifying state known as frenzy.
Whenever a vampire sees or smells blood while
hungry, is confronted with sunlight or fire, or is enraged or humiliated,
she must check to see if she frenzies. To do this, the player rolls the
vampire’s Psychic Trait (difficulty 4). If the player fails, the vampire
flies into a frenzy; she must immediately attack the food source or emotional
provocation (if sent into frenzy by sunlight or fire, the vampire must
flee the feared substance). Vampires in frenzy may ignore the effects of
pain (they are too fearful or enraged to register pain). The frenzy lasts
for a scene, or until the source of the frenzy is eradicated (the vampire
feeds, the opponent is killed, etc.).
Hunting
Each night a vampire must expend a Blood Level
merely to rise from sleep. Vampires thus become hungry quickly, and much
of a vampire’s existence revolves around the search for sweet-blooded human
prey.
System: A vampire’s hunt depends on the general
area. She must make a Mental roll; the difficulty varies, depend-ing on
the area.
The Rack (bars, nightclubs, theatres, etc.) 2
Downtown Quarter (business district, bohemian/“alternative”
areas) 3
Uptown (upscale and wealthy areas) 4
Slum Area 4
Suburbs 4
Rural 5
Wilderness 6
Success on the Hunt roll erely means the vampire
has found a likely target (a solitary stroller, pair of young lovers, unwatched
child, etc.). The vampire must still subdue the prey.
Pursuit and Chases
Sometimes, characters will want to chase other
charac-ters. Chases are resolved as is initiative, based on the following
chart:
Advanced Celerity (activated)
Basic Celerity (activated)
Advanced Potence
Basic Potence
Physical
Mental
Tie: Die roll, per initiative
Example: Maxine the Brujah is chasing a Sabbat
vam-pire. She has Basic Celerity — but so does her quarry. She has Basic
Potence — but so does the Sabbat. Moving down the chart, the Storyteller
sees that Maxine’s Physical Trait is 4. The Sabbat vampire’s is 3. Maxine
catches the Sabbat vampire.
Social Interaction
Vampires are creatures of passion and power;
it is inevitable that they will become embroiled in social intrigues. Vampires
may resolve social challenges in several ways; a few are listed below.
Intimidation: The vampire may try to intimidate
her target through physical threats (use the Physical Trait), social condescension
(use the Social Trait) or verbal bullying (use the Mental Trait). The victim
may resist with her Psychic Trait. The highest roll wins.
Leadership: The vampire may issue commands,
but must make a Social roll to convince a hesitant target. If the target
is inclined to disobey, he may make a Mental roll to resist. The highest
roll wins.
Seduction: The vampire rolls Social; the
party being seduced uses Psychic to resist. The highest roll wins.
Stealth
The vampire stalking prey rolls Physical (difficulty
4); the prey, guard, etc., rolls Mental (difficulty 4). If the vampire
wins, he successfully remains undetected; if the prey wins, she detects
the vampire; if the vampire and prey tie, the prey "thinks she hears
something" or "sees some-thing out of the corner of her eye"
(future rolls to detect the vampire are difficulty 3).
Story
Ideas
The Embrace: The characters are newly created vampires,
and may even begin the game as mortals. In this story, the characters
and Storyteller play out the (sometimes ecstatic, often horrific) Embrace,
and establish the relationship between the characters and their sires (the
vampires who transform them into undead). Were the characters tranformed
knowingly or against their wills? Do they get along with their sires
or hate them for what they have done? How do the characters react
to their newfound state (the need to drink blood, the pain and fear inspired
by sunlight, etc.)? How do they deal with the fact that they are forever
severed from their mortal lives?
Power Struggle: The characters are new in town and must
wrest their nightly livelihood from established undead. In this story,
the characters and Storyteller play out the gritty realities of establishing
one's niche in a hostile town. Must the characters fight for hunting grounds? Make
deals with established vapires who are also seeking to raise their status? Use
mortals to undermine their rivals power bases from within?
Love Story: A characters falls in love with a mrotal or another
vampire. If the object of affection is mortal, is love requited - and if
so, does the character inform his love that he is a vampire? (Doing
so, remember, is a violation of the Masquerade and punishabled by both
parties' deaths.) If the beloved is another vampire, does she return
the love - or merely use the character as a convenient pawn? And what
if a hideous Nosferatu falls in love with a beautiful Toreador or Ventrue?
Fight for Survival: Something wicked comes this way. Perhaps
the Sabbat stages a raid on the city; perhaps a rogue, bloodthirsty Methuselah
appears and begins wreaking havoc like the pagan god he effectively is.
In any event, the characters must outwit or outfight this threat to their
domains.
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Copyright © 1996 -
1997
Created by
Wolf
Pack Inc, Friday, August 29, 1997
Most recent revision Thursday, September 25, 1997