Freebie Points
Traits & Costs
Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity/Path 2 per dot
Willpower 1 per dot
Health Levels
P. 122, 282 V20 Player's Guide
Experience Points
One Point — Automatic: Each player gets one point at the end of each chapter.
One Point — Learning Curve: Ask the player what his character learned in the course of the night’s events. If you agree with the answer, give the player one experience point.
One Point — Roleplaying: The player carried out the role of her character well, not only entertainingly but appropriately. The player performed as the char acter should in the circumstances. Truly inspired role playing might merit two experience points.
One Point — Heroism: On rare occasions even vampires can truly behave as heroes, risking all to let friends or even strangers escape from disaster or death. If a character acts heroically and manages to survive, he should be rewarded. Some players might try to take advantage of this idea. Don’t let them. Stupidity and suicidal behavior should not be mistaken for heroism.
The End of the Story
One Point — Success: The characters achieved all or part of the goals they set out to accomplish. Even minor victories can be rewarded if they pushed the game forward.
One Point — Danger: The characters survived against harsh odds and grave dangers.
One Point — Wisdom: The player, and thus the character, came up with a brilliant plan or even a spontaneous strategy that enabled the coterie to survive when it would likely have failed otherwise.
More points can be awarded if you decide they should be, or if you want the characters to advance more quickly than they currently are.
: Experience Costs
Trait & Cost
New Ability: 3
New Discipline: 10
New Path (Necromancy or Thaumaturgy): 7
Attribute: current rating x 4
Ability: current rating x 2
Clan Discipline: current rating x 5*
Other Discipline: current rating x 7*
Secondary Path (Necromancy or Thaumaturgy): current rating x 4
Virtue: current rating x 2**
Humanity or Path of Enlightenment: current rating x 2
Willpower: current rating
* Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all
Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity,
Path, Willpower)
Disciplines
P. 127 V20 Player's Guide
Sects & Clans
P. 37 V20 Player's Guide
Humanity & Willpower
At character creation, a character’s Humanity is
equal to his Conscience + Self-Control Virtues.
At character creation, a character’s
Willpower is equal to his Courage Virtue.
Blood Pool
The maximum number of blood points a vampire may ingest is dictated by his Generation, as is the num ber of blood points he may spend in a single turn. A vampire with zero blood points in his system is ravenously hungry and likely in the throes of frenzy.
More information on the blood pool is available in Chapter Six, under “Using Blood Pool” on p. 268, V20 Players Guide.
Blood Pool Chart and Total Blood Pool Chart P. 270 V20 Players Guide.
Difficulties & Degrees of Success
Difficulties
Three - Trivial (scanning a small crowd for a familiar face)
Four - Easy (following a trail of blood)
Five - Straightforward (seducing some one who’s already “in the mood”)
Six - Standard (firing a gun)
Seven - Challenging (locating where those agonized whispers are coming from)
Eight - Difficult (convincing a cop that this isn’t your cocaine)
Nine - Extremely difficult (walking a tightrope)
Degrees of Success
One Success - Marginal (getting a broken refrigerator to keep running until the repairman arrives)
Two Successes - Moderate (making a handicraft that’s ugly but useful)
Three Successes - Complete (fixing something so that it’s good as new)
Four Successes - Exceptional (increasing your car’s efficiency in the process of repairing it)
Five or More Successes - Phenomenal (creating a masterwork)
Failure
If you score no successes on a roll, your character fails his attempted action: He misses his punch. The
file is encrypted too well. The Prince doesn’t believe her alibi. Failure, while usually disappointing, is not so catastrophic as a botch (below).
Botches
Whenever one of the dice comes up as a 1, it cancels out a success. Completely. Take the die showing 1 and one of the dice showing a success and set them aside. In this manner, an otherwise successful
action may be reduced to failure.
Occasionally, truly bad fortune strikes. If none of your dice comes up a success, and one or more dice are dice showing 1, the roll is a botch. If you score at least one success, even if that success is canceled out and additional 1s remain, it’s just a simple failure.
Actions
P. 257 V20 Player's Guide
Combat Systems
P. 271 V20 Player's Guide
Armor & Weapons Charts
P. 280 V20 Player's Guide
- Weapon: Your character may use other items as weapons (meat cleaver, pencil, razor, chair). Apply the listing above that approximates the weapon used.
- Concealment: P = Can be carried in pocket. J = Can be hidden in a jacket. T = Can be hidden in a trench coat. N = Cannot be concealed at all.
- (+) Blunt objects inflict bashing damage unless targeted at the head (See Combat Maneuvers). If so, they may inflict lethal damage.
- (*) The attacker must target the heart (difficulty 9).
- (++) This is a silver weapon; Garou cannot soak this damage.
- Damage: Indicates the damage dice pool. Firearms deliver lethal damage against mortals. The type of damage may vary against supernatural enemies.
- Range: This number represents the practical shot range in yards (difficulty 6). Your character may fire at twice this distance, but attacks are considered long range (difficulty 8).
- Rate: The maximum number of bullets or three-round bursts a gun ca fire in a single turn. This rate does not apply to full-auto or strafing attacks.
- Clip: The number of shells a gun can hold — the +1 indicates a bullet can be held in the chamber, ready to fire.
- Concealment: P = Can be carried in pocket. J = Can be hidden in a jacket. T = Can be hidden in a trench coat. N = Cannot be concealed at all.
- (*) Indicates the weapon is capable of three-round bursts, full-auto and strafing.
- (**) Crossbows require five turns to reload. A character may use a crossbow to attempt to stake a creature with a targeted shot.
Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore armor. The Storyteller assigns the attack's difficulty modifier — typically +1 or +2.
Humanity/Torpor Chart
P. 283 V20 Player's Guide
Applying Damage Chart
P. 284 V20 Player's Guide
Lethal & Bashing Damage
P. 285 V20 Player's Guide
Frenzy and Rötschreck
P. 297 V20 Player's Guide
Poisons & Drugs
P. 301 V20 Player's Guide
Sunlight & Temperature Extremes
P. 301 V20 Player's Guide
Merits & Flaws
P. 479 V20 Player's Guide
They rose up
used fire and wood
swords and claws
to destroy those who had created them.
- BOOK TWO: THE BECOMING
“No one holds command over me. No man. No god. No Prince. What is a claim of age for ones who are immortal? What is a claim of power for ones who deny death? Call your damnable hunt. We shall see who I drag screaming to hell with me.”
- Günter Dörn, Das Ungeheuer Darin




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