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 normally.
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, depending on the area.
The Rack (bars,
nightclubs, theatres, etc.)
Downtown Quarter (business district,bohemian/"alternative"
areas)
Uptown (upscale and wealthy areas)
Slum Area
Suburbs
Rural
Wilderness |
2
3
4
4
4
5
6 |
____Success
on the Hunt roll merely 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.
|