Vampire is a
role-playing game in which the players take on the role of vampires in the
modern world (Masquerade) or the medieval one (Dark Ages). Various supernatural entities exist, and their
struggles take place in the shadows. Vampires, in particular, take care to not
be noticed by humans, as they are vulnerable during the day. In the Dark Ages,
this is a crude and brutal “Silence.” In the modern days, this requires a more
delicate and subtle “Masquerade.”
There are six main versions of Vampire. Four for Masquerade (1st, 2nd,
Revised, and 20th Anniversary) and three for Dark Ages (Vampire:Dark Ages, Dark Ages: Vampire, and Dark Ages 20th Anniversary), with
an official 5th on its way. There’s not a huge difference between
the editions (though I talk about some of them here), and I tend to mix them
all together. All in all, any such differences are slight, and more a matter of
preference.
Terms
Kindred: another term for vampire
Kine: the vampires term for
humans/mortals.
Clan: vampires are divided into a
number of clans, which share certain characteristics. Similar to a “class” in
other RPG’s.
Vitae: fancy name for blood, the key to
a vampires survival.
Storyteller: Vampire’s name for “Game
Master.”
Coterie: Vampire’s name for “party.”
Frenzy: sometimes a vampire can’t control
themselves, and they go into pure Flight or Fight mode. They suffer no
penalties for being damaged, but have no say in what they kill or where they
run to.
Generation: all vampires trace their
lineage to a mythical founder (dubbed “Caine” in the Modern Nights), and
Generation is how far from that founder they are. “Lower” Generation is better
than “higher” generation—a 5th Generation vampire is closer to Caine
than a 10th, after all. It also dictates how potentially powerful
the characters—those of lower Generation can support more blood, spend it
faster, and have the potential to exceed the mechanical limits of the system.
Humanity: In addition to a moral code
(see below) the general sense of control and humanness the character possesses.
It is intrinsically opposed to the Beast.
Beast: the primal, preternatural killer
that lurks inside each vampire, driving them to hunt, feed, kill, and sleep.
Nothing but bare necessities matters to the Beast, and balancing its needs and
hungers with a characters own desires is a key part of the game, lest they
descend into a mindless monstrosity.
Basic Rules
Characters are broadly defined by their Attributes and their Abilities
(what other games would simply call “skills”). There are nine attributes divided into three
broad categories: Physical (Strength, Dexterity, Stamina), Social (Charisma,
Manipulation, Appearance), and Mental (Perception, Intelligence, Wits). There are a number of Abilities, but these are
still pretty board categories. “Brawl,” for example, covers all sorts of hand
to hand combat fighting. Doesn’t matter if you’re a Kung Fu master, a champion
boxer, or an Olympic wrestler, Brawl is the key Ability.
All values are rated on a value of 0 to 5, but this is an exponential
curve. Someone with a 1 Strength is barely able to move under their power, and
most likely needs assistance. Someone with a 5 Strength regularly competes and
wins in “world’s strongest man” contests. A 1 in Science is a smart High Schooler.
A 5 is a Nobel Laureate.
Attributes and Abilities work together to resolve the vast
majority of all challenges in the game. The character declares what they hope
to do, and the Storyteller decides which Attribute and which Ability to roll.
You add those values together to create a dice
pool. You then roll that number of D10’s. The Storyteller decides on the difficulty (the default is 6, but
varies based on circumstance). Each result that equals or exceeds that number
is treated as a success. A “1” removes a success. If you roll even a
single 1 and no other successes, you botch.
If you roll no successes, it’s a failure.
1-2 successes is a “bare minimum,” 3-4 is a “full success,” and 5+ is treated
as a “complete success” or a “critical” in other systems.
Certain combinations make sense (such as Dexterity + Stealth
for creeping into a building at night), but Abilities and Attributes aren’t
linked together. For example, you might roll Charisma + Stealth to blend into a
party or Dexterity + Investigation to gather finger prints.
Some rolls are simple—the
character rolls against the difficulty and hopes to get at least one success
(though sometimes more are required). Example: climbing a wall requires a
Dexterity + Athletics roll, and each success indicated 10’ are climbed. Others
are opposed, in which two characters
roll their dice in opposition to each other. For example, Character A is lying
to Character B. Character A would roll Manipulation + Subterfuge opposed by
Character B’s roll of Wits + Subterfuge. Whoever gets the most successes wins
the contest.
Combat
Combat is divided into two types—Close combat (using Melee and Brawl Abilities) and Ranged (using Firearms and Archery).
Close combat is resolved with opposed rolls—both sides roll their attacks, and
the winner is the one who has the chance to do damage. Ranged is simple roll
for each, and the only defense is either being in cover (which increases the
difficulty), or divvying for cover (Dexterity + Dodge, with the difficulty
being based on how close cover is). Damage
is based on the weapon (which includes ones Strength for close combat) and the
number of successes one gets on the attack roll. These are combined to form a
dice pool, which is rolled against a difficulty of 6. For example, a character
successfully hits with a dagger. The dagger does the characters Strength + 1.
So, if a character with a 2 Strength barely hit with a dagger, their damage dice
pool would be 2 (Strength) + 1 (dagger) + 1 (successes on it) for a total of 4.
Each success on damage roll indicate 1 Health
Level of damage is inflicted. Most characters have 7 Health Levels. As a
character takes more and more damage, they also suffer Wound Penalties which reduce their effective dice pools. These
penalties can be ignored when in Frenzy or if a character spends a Willpower
Point (see below).
Vampires and other supernaturals can attempt to Soak the damage, by rolling their
Stamina + Armor (and Fortitude, the
supernatural Discipline of toughness, if they have it). Mortals can only use
their armor. Each success on the soak roll reduces the damage inflicted by one.
Other
Disciplines are
the supernatural gifts of the undead, which vary based on ones Clan. Some of the more common ones are:
- Animalism Communicate with and Control Animals
- Auspex Supernatural Senses (including aura reading and, later, telepathy)
- Celerity Supernatural Speed
- Dominate Mind Control
- Fortitude Supernatural Toughness
- Obfuscate Invisibility
- Potence Supernatural Strength
- Presence Supernatural Charisma (including emotion control)
- Protean Shapechanging
- Thaumaturgy Magic
Backgrounds are
the general term for the rest of the characters life, not covered by the stats.
Allies, Contacts, Resources (money) and the like are covered by Backgrounds.
Virtues Vampire
is a game of morality and choice, and each character has three virtues which
defines their limits—generally Conscience, Self-Control, and Courage. These
define the characters limits, and how far are they willing to go, or how well
they can hold themselves back. In the tabletop game, these are reactive—players
roll them after a character acts. In
the Solo game, I often use them proactively—they define what a care will do, or
what they can’t bring themselves to do.
Humanity (also
Road/Path). The general limit of the characters morality and ethics. Each of
these is rated 1-10, each with a corresponding “sin” for each level. For
example, Humanity 1 is “the most depraved and inhumane acts” and a 10 is “thinking
selfish thoughts.” Humanity changes based on role-playing. A character has no issues with actions whose
sins are above their rating, but must roll Conscience for sins equal to or
lower than their current rating.
Willpower is how
strong willed a character is. It is generally used for three things. First, to
resist certain supernatural abilities, like Dominate (the Discipline of mind
control). Secondly, each point of Willpower can be spent to grant a character
an automatic success on a roll. Finally, it can be used to ignore wound
penalties for one round. Willpower so spent can only be regained by rest (one
per day) or by accomplishing a significant and personal goal. Only one point of
Willpower can be spent per round.
Bloodpool is,
simply, how much blood a character is capable of carrying within themselves.
This is generally 10, though those of lower Generation can have significantly
larger pools. Each point in the bloodpool is called a blood point. Characters can spend these to wake up in the evening
(one point per day spent automatically on waking up), to heal (one blood point
heals one Health Level of Damage), to increase their Physical Attributes by one
(limited by Generation), and to utilize certain Disciplines (Celerity, or
supernatural speed, requires blood, whereas Dominate does not). Most vampires
can only spend a single blood point per round, though those of significantly lower
generation can spend more.
And that’s the basics. It’s actually a fairly simple and
elegant system in play, but if there’s anything I failed to explain clearly,
please let me know in the comments below!
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