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The Table Reference

The house rules of the Denver chronicle, and what differs from the book. V20, with Disciplines and combat run on DA20. Colorado, 1994.

Anything unmarked runs the way the book runs it
Nothing in the reference matches that. Try a shorter word.

I The Blood

Blood Pool by Generation House

Generation is fixed at the moment the character is made. The floor in this chronicle is the tenth, and no amount of experience moves it — there is no diablerie ladder out of the bottom of the table, and nobody is going to wake up closer to Caine because they spent points.

What the body holds, and how fast it can be spent
GenerationMaximum poolSpend per turn
9th142
10th — floor131
11th121
12th111
13th101

A vampire spends one blood point on waking, every night, whether she does anything with the night or not. It comes off the top before she has decided anything.

What one per turn means At the tenth generation and below you may spend a single point in a turn and no more. Healing a level and raising Strength in the same turn is two points, which is two turns. Plan the turn before the turn arrives.

Spending Blood

  • Heal a health level for a blood point. If she heals and acts in the same turn, the player makes a reflexive Stamina + Survival roll, difficulty 8.
  • Raise a Physical Attribute by a dot per point spent, to a maximum of one dot above what her Generation ordinarily permits.
  • Give it away — to a mortal or to another Kindred. Three drinks on three separate nights make a blood bond.
  • Make a ghoul of a mortal or an animal. The ghouling has to be renewed monthly, and the renewal is a scene somebody has to turn up for.
  • Blush of health — breath, warmth, colour, appetite — at a cost of (8 − Humanity) blood points. The further she has fallen, the more it costs to pass.
  • Pay for a Discipline that asks.

A grown adult drained to death yields about ten blood points. The Storyteller sets the figure for any particular body, and bodies differ. Addicts run thin. The frightened run hot.

Blood and the Beast House

A vampire runs on blood, and so does everything she uses to keep the Beast where it belongs. Empty, she has nothing left to hold the door with.

System A player may never roll more dice for Self-Control or Instinct than her character has blood points remaining. Two points left means two dice, whatever the sheet says. Virtue rolls are capped the same way by Humanity: a Kindred low on the Hierarchy cannot bring her full Conscience to bear, however many dots she paid for.
Worked Self-Control 4, three blood points in the body: three dice. The fourth dot is on the sheet and is not available tonight. This is why a hungry vampire in a crowded room is a different problem than a fed one, and why the sensible answer to a bad night is to eat first.

Frenzy and the Red Fear

System Self-Control against the difficulty listed for the provocation. Five cumulative successes end the frenzy. A Willpower point buys one turn of control. Rötschreck is the same roll made on Courage.
The Beast
ProvocationDifficulty
Smelling blood, hungry3+
Seeing blood, hungry4+
Harassed; in danger of your life4
Mocked to your face4
Struck6
Tasting blood, hungry6+
Someone you love, in danger7
Humiliated in public8
The Red Fear
ProvocationDifficulty
A match struck3
A torch4
A bonfire6
Sunlight through cloud or glass7
Being burned7
Open sun8
Trapped in a burning building9

Both rolls are capped by the blood in the body. A vampire who has just been set on fire and is running on two points is rolling two dice against difficulty 7, and the table knows how that usually goes.

Humanity

Humanity is how much of the woman is left. It caps what she can roll if the day pulls her out of sleep, caps her Virtues, sets how long torpor keeps her, and decides whether the man behind the counter looks at her twice.

System When a character does something that falls beneath her current rating, the player rolls Conscience. Failure costs a point of Humanity.
At this rating, you still feel it when you…
AtYou still feel it when you…
10think something selfish
9act on it in some small way
8injure someone, even by accident
7steal
6drain a vessel too far, starving
5destroy what belongs to someone
4kill in the moment, or in frenzy
3kill having planned it
2kill without thinking about it at all
1do the things there is no word for

Read the ladder downward to see what a character no longer notices. A Kindred at four does not roll for killing in a frenzy. She rolls for planning one.

II The Hunt

Hunting House

Half a million people live in the metro area. Most of them are alone at some point in the night, and most of them are never missed by anyone who would call it in. Penance has two thousand and is losing them: one bar, one diner, and a clinic with no doctor most days. Hunting is resolved in five steps, once a week unless the story says otherwise.

1  Choose a predator type

Done once, at creation. Every vampire settles into a way of taking blood, usually within a year of the Embrace, and it holds on the nights when it is inconvenient, which is most of them. The type sets the dice pool every hunt is rolled on. Hunting in the manner her type describes regains one Willpower point, once per night. Feeding any other way still fills the pool. It returns nothing else.

(S) hunts by charm, (P) by taking, (A) on four legs. The letters match the merit and flaw tables under step five — your type's letter tells you which of their entries apply to you.

Choose one at creation
TypeHow she eatsPool
Alleycat (P)By force, from whoever is alone.Strength + Brawl, or Wits + Streetwise
Bagger (P/S)Bags and coolers, stolen or sweet-talked out of somebody at a hospital — say which. Each success is a third of a point.Theft: Intelligence + Streetwise. Arrangement: Manipulation + Subterfuge
Cleaver (S)Feeds on the people who love her. They never learn.Manipulation + Subterfuge
Consensualist (S)Asks. Some of them say yes.Manipulation + Empathy
Extortionist (S)Sells protection, collects in blood.Manipulation + Intimidation
Farmer (A)Animals, and the shame of it.Manipulation + Animal Ken
Osiris (S)Keeps a following. Feeds among the faithful.Charisma + Leadership
Sandman (P)Comes in while they sleep. Gone before morning.Dexterity + Stealth
Scene Queen (S)One venue, one crowd, and they protect their own.Manipulation + Subterfuge
Siren (S)Seduces, feeds, is remembered fondly.Charisma + Subterfuge
Blood Leech (—)Feeds on Kindred. Ask the Storyteller first.By arrangement

Animal blood is thin, and bagged blood is thinner — the blood dies in the plastic. A Bagger also depends on a supply, and supplies are interrupted. An Osiris depends on somebody keeping the faith. A Siren wants a crowded room, and above the canyon mouth there are no crowded rooms.

2  Say where she hunts

A fief of Penance, picked from the list by district, or the wilderness: the ground nobody holds. Where she hunts sets the base difficulty, brings her own holdings on that ground to bear, and counts who else has hunted it this week.

3  Set the difficulty

Where she huntsBase
Any domain8
Wilderness or unclaimed ground9
Ventrue or Giovanni, anywhere10

Then apply what applies. The difficulty never drops below 3.

ModifierDiffWhen
Her holdings there−1 eachThe fief, if she holds it, and any site of hers on that ground that shelters a hunt. Never more than −2 together.
Domain, per dot−1On ground the register's Domain covers.
Fame, per dot−1They come to you.
A Discipline that costs blood−2One blood point on one of Celerity, Potence, Fortitude, Protean or Quietus, taking prey; Thaumaturgy either way. She may take its rating in dice instead. Without the blood, nothing.
Another hunter+1For every other Kindred who hunted the same ground this week. The sheet counts them and never names them.
The sheet±Merits and flaws, per the tables under step five.

Disciplines on the hunt. A Discipline that costs no blood rides the roll on its own: Presence, Dominate or Auspex for charming prey; Obfuscate or Auspex for taking it; Animalism on four legs. The highest that fits the manner adds its rating in dice, and the sheet does it without being asked. The Disciplines that cost blood are different: Celerity, Potence, Fortitude, Protean and Quietus when she takes prey, and Thaumaturgy however she hunts, cost a blood point on the hunt, and the blood buys either the Discipline's rating in dice or −2 to the difficulty, her choice. Without the blood they do nothing for the hunt.

4  Roll

The predator type's pool, against the difficulty.

5  Count the take

What she comes away with
ResultOutcome
BotchSomething has gone wrong and the Masquerade is the least of it. The Storyteller says what, and it is played out.
FailureShe finds nothing and goes to ground as hungry as she rose.
Each successOne blood point. Animal blood is halved, rounded up, unless she has Animal Succulence. Bagged blood is a third, rounded up — dead in the plastic, and weaker than the living beast.

What the sheet does to the hunt

Merits and flaws that change how she reads to prey change the difficulty, sorted by weight. The letters are the same ones on the predator types: (S) applies to charming prey, (P) to taking it, (A) on four legs, (G) to all of it. A Bagger declares theft or arrangement each hunt and takes the (P) or (S) entries to match.

One roll stands for a night's hunting, so the sheet is read whole: a flaw that would bite somewhere in a night's work bites, and a merit that would help, helps. Nothing waits on a situation. The one exception is the one the sheet can check for itself: an injury reads her health. Merits together buy at most −2 off the difficulty; flaws bite whole, however many she took.

Merit — the hunt comes easier
MeritDiff
Inoffensive to Animals, on four legs (A)−3
Enchanting Voice (S) · Harmless (S) · Sanctity (S)−2
Acute Sense (G) · Early Riser (G)−1
Blush of Health (S) · Friendly Face (S)−1
Catlike Balance (P) · Without a Trace (P)−1
Coldly Logical (P)−1
Computer Aptitude, a Bagger (P)−1
Eat Food (S) · Master of the Masquerade (S)−1
False Reflection (P)−1
Huge Size, taking prey (P)−1
Inoffensive to Animals (G)−1
Iron Will (G)−1
Lizard Limbs (P)−1
Natural Leader (S) · Rep (S)−1
Flaw — the hunt comes harder
FlawDiff
Flesh of the Corpse (S)+4
Monstrous (S) · Lord of the Flies (S)+3
Addiction (G) · Hunted (G)+2
Beacon of the Unholy (G) · Repelled by Crosses (G)+2
Conspicuous Consumption (G)+2
Disfigured (S) · Eerie Presence (S)+2
Dulled Bite (G) · Ragged Bite (G)+2
Permanent Fangs (S)+2
Impaired Sense (G)+2
Lame (P) · One Eye (P) · Soft-Hearted (P)+2
Bad Sight (G)+1
Cast No Reflection (S)+1
Cold's Breeze (S) · Smell of the Grave (S)+1
Ethical Prohibition (G) · Grip of the Damned (G)+1
Huge Size, charming prey (S)+1
Infamous Sire (S)+1
Lazy (G) · Prey Exclusion (G)+1
Low Self-Image (G) · Glowing Eyes (G) · Shy (S)+1
Phobia (G)+1
Short (P)+1
Speech Impediment (S) · Touch of Frost (S)+1
Tic/Twitch (S)+1
Uncontrollable Night Sight (G)+1
Vulgar (S)+1

The rest of the sheet

Traits that never show to prey still bend the hunt. These riders cover every one on the coterie's sheets; anything not named here truly does not touch feeding.

A codeCode of Honor narrows the menu: +1, and the Storyteller may rule a given vessel simply off it. It does not stack with Prey Exclusion; the code is the exclusion.
A secretDark Secret and Sleeping With the Enemy cannot afford witnesses: the another-hunter penalty is doubled for her.
A grudgeVengeful hunts badly near its object: +1 whenever the grudge is in reach, and a Self-Control roll to stay on the vessel instead.
A rivalRival Sires and enemies of record: +1 anywhere the rival's people hold ground or keep watch.
A temperShort Fuse and Impatient: a failed or botched hunt calls a frenzy check at the flaw's own penalty. Impatient adds +1 to any hunt built on waiting.
A woundHunting visibly injured is +1 for anyone; Slow Healing means the state lasts. Prey runs from a hurt predator.
A leashExpendable and Recruitment Target: once per story the Storyteller may interrupt or spend a hunt week — the organization calls.
A patronPrestigious Sire and Useful Knowledge take one off the cost side instead: −1 on the difficulty of any petition for ground or storage.
A steady headConcentration ignores every situational distraction penalty on the hunt. Overconfident is the opposite: her failures are always public, because she never planned the exit.

The Herd

A Herd is a set of people who come when called: a congregation, a shift, a bad crowd at a good bar. She does not hunt them. She keeps them.

System Herd yields its blood every week regardless of the hunting roll, and on top of it: 1 / 2 / 3 / 5 / 7 blood by rating. She may draw on the Herd instead of hunting when she wants to be seen doing nothing at all — taking that option spends a hunt. The blood arrives and the week is used.

Every vessel in Penance has a name, a shift, and somebody who notices when she comes home wrong. A Herd of two thousand is not a Herd. It is a town.

When she cannot feed

Borrow a HerdAsk another Kindred for the loan of a dot or two. Cheap, humiliating, and remembered.
Ask for the groundPetition to hunt in somebody's domain and take their Domain rating as a reduction. The usual rate is a boon a month.
Ask the chantryThe Tremere will contain and store vitae indefinitely, for a price they set and revise.
Take the groundHunt it without leave. The same reduction, and the Sheriff's undivided attention if it is noticed.

Ground and Terms House

Denver has been a Camarilla city since the railroads, and the register has a holder for nearly every block of it. The Second Tradition is the one the court enforces most often, and it enforces it against the young.

Kinds of ground
GroundWhat it means
GrantedHeld of record by a Kindred the court recognises. Ask before hunting. The usual charge is a boon a month.
The crown'sThe Prince's own, or held in ward for her by an officer. Passage is free to the acknowledged. Hunting requires a signature. Signatures are rare.
CourtesyThe court's paper has never crossed this ground. Nobody to petition, and no protection. Mind the holder's living.
InterdictedNo grant stands and nobody with authority will say in writing why. Entry is permitted. The Kindred who know the ground do not go.
ForbiddenClosed by arithmetic. Three have gone up the canyons since the war. The court has no file on any of them.

Rent is paid in boons. A trivial or a minor a month buys hunting rights on most granted ground. Some holders take information instead. Some name a chore.

The scale of a boon
BoonWhat it takes to be worth one
TrivialA courtesy. An evening of someone's time.
MinorA favour with a cost attached, or a risk run for someone else.
MajorStanding spent, money spent, or real danger accepted.
BloodA life saved. A secret kept that would have finished her.
LifeOwed for existence itself. Rarely spoken of aloud.

Reading a Domain House

The Domain Background is the register's recognition of her ground. Each dot reduces her hunting difficulty by one on the ground it covers, and it is her standing when a dispute over that ground reaches the court. It does nothing anywhere else.

Acknowledgment governs most of it. Several holdings stand open to any Kindred the court has recognised and shut to everyone else. An unacknowledged vampire is not refused at these doors. She is not expected at them.

Holdings keep their own house rules. Learn the Rack's first: feed in the alcoves, nothing fatal, nothing remembered, and never take a vessel another Kindred is working. The Mistress of the Rack keeps a list of who has broken them, and reads the list aloud.

Below street level the register does not apply. The storm drains, the steam loop under the banking blocks, and the culverts are Henry's. The rail cuts, the viaduct footings, and the cemetery margins are Mordecai's. They settled the boundary between themselves and have never drawn it for anyone else. Passage is a favour. Both of them count favours.

III Violence

Multiple Actions House

System Nothing is declared. Every action is counted as it happens — attacks and defences both, and anything else the character rolls — and the count follows her until the start of her next turn, when it clears. Her first action carries no penalty; each action after it climbs the ladder. Only one action in a turn may be an attack.
ActionDifficultyDice
First——
Second+1−1
Third+2−2
Each further+1 more−1 more

Only one attack per turn unless the character is spending blood on Celerity. No action may be attempted if its difficulty would reach 10. Dice pools are not divided; each action rolls its own full pool, less its own penalty.

There is no plan to commit to and nothing to abort. Act, and the count starts. A defence rolled after your own attack is already your second action, and the count does not clear at the top of the round — it clears when your turn comes back to you.

Worked A base pool of 7 at difficulty 6. She attacks on her turn: first action, 7 dice at difficulty 6. Two attackers reach her before her next turn. The first dodge is her second action — 6 dice at 7 — and the second dodge her third, 5 dice at 8. A fourth action would sit at difficulty 9; a fifth would reach 10 and is not available at all.

Gunfire. Bursts, full automatic fire, strafing, and multiple shots use the V20 autofire modifiers and resolve as one attack action, however many rounds leave the barrel.

Defending Yourself

System Dodging, blocking, and parrying are actions on the same count as everything else. Nothing is declared: when the attack comes, the defender picks her defence and rolls it at whatever step of the ladder her count has reached. A character who struck on her turn dodges as her second action.
DefencePool and terms
BlockDexterity + Brawl. Bashing damage only, unless your character has Fortitude or is wearing armour that deserves the name.
DodgeDexterity + Athletics, against any attack she is aware of. Add 2 to the difficulty against gunfire and anything else that arrives faster than thought; active Celerity cancels that penalty.
ParryDexterity + Melee, weapon in hand. If she parries an unarmed attack and rolls more successes than the attacker, the excess strikes him as an attack he gets no defence against. He may soak it, and nothing else.

Defensive successes subtract from the attacker's. Reduced to nothing, the attack misses. Otherwise the remainder comes off the damage pool.

Full defence. A committed stance. She gives up every other action until her next turn and does nothing but defend: full pool against the first attack, one die fewer against each attack after, and the ladder never touches her difficulty. When the dice run out she has no defence left. Gunfire is the exception the stance does not buy off — dodging it is still +2 difficulty unless her Celerity is active.

Being outnumbered. A character fighting more than one opponent suffers +1 difficulty on everything she attempts for each enemy past the first, to a maximum of +4.

Getting Hold of Someone

Most of what happens in a Kindred fight happens at arm's length or closer. A vampire who wants to feed, restrain, question, or carry somebody out of a room has to get a hand on them first, and the Beast prefers it that way.

ManoeuvrePoolDifficultyDamage
ClinchDexterity + Brawl—Strength
HoldStrength + Brawl+1None
TackleStrength + Brawl+1Strength +1, knockdown
SweepDexterity + Brawl+1Strength, knockdown
BiteDexterity + Brawl+1Strength +1, aggravated
  • Clinch. On the turn it lands, the attacker rolls Strength damage. On every turn after, both combatants act on their own Initiative, and each may either inflict Strength damage automatically or try to break free. Neither can take any other physical action until the clinch ends. Breaking it is a resisted Strength + Brawl roll, and more successes wins.
  • Hold. The attacker grabs and keeps hold until the victim's next action. When that action comes, both roll resisted Strength + Brawl. If the victim does not beat the attacker's successes, she stays immobilised and can take no physical action at all, and the same contest repeats on her next action.
  • Tackle. The attacker rushes and drives the target down. Both combatants roll Dexterity + Athletics at difficulty 7 or suffer knockdown, and even on a success the attacker is off balance: +1 difficulty on everything she does next turn.
  • Bite. Only available after a clinch, hold, or tackle has succeeded, and taken as the next action. A bite to harm deals aggravated damage and does not cause the Kiss. A bite to feed deals no damage, causes the Kiss, and draws three blood points a turn.
What being held does to somebody
StateEffect
Struggling but heldAttacks against her get two extra dice.
Completely immobilisedTied, staked, or paralysed. Attacks hit automatically, and damage is the full pool without rolling.
Knocked downStanding takes Dexterity + Athletics, difficulty 6. Failure costs the action. Success costs 2 Initiative next turn.
DazedDamage after soak exceeded her Stamina, or Stamina +2 for anything supernatural. She spends her next turn shaking it off.

Potence adds its rating in dice to Strength pools, which means it adds to Hold and to breaking one. A vampire with Potence who gets both hands on someone has effectively ended the conversation.

Shooting

System Dexterity + Firearms, modified by the weapon's accuracy rating and by wound penalties. Successes past the first are added to the damage pool. Damage rolls at difficulty 6. Firearms damage is lethal.
ManoeuvreDifficultyEffect
Aiming—+2 dice per turn spent aiming
Point blank4Weapon
Three-round burst+1+3 dice to hit; damage as weapon
Full auto+2+10 dice
Strafing+2Divide successes among targets in the arc
Two weapons+1Every shot after the first takes the penalty

Range. Difficulty 6 within the weapon's listed range, 8 at twice that, 4 inside two yards. Reloading takes a full turn and the character's whole dice pool. A Willpower point changes the clips in two guns at once.

Armour

System Armour adds its rating to the character's soak pool and subtracts the listed dice from Dexterity pools.
WornRatingDexterity
Reinforced clothing1–20
Armour t-shirt (Class Two)20
Biker jacket1−1
Kevlar vest3−1
Flak vest / riot suit4−2
Military armour5−2

Armour is not indestructible. If the damage rolled in a single attack equals twice the armour's rating, the armour is destroyed. A Kevlar vest rated three is finished by six damage in one blow, and whatever it did not absorb went into the wearer.

Kindred who expect to be shot at buy Stamina and Fortitude. The ones who buy vests buy several.

Soaking and Healing House

Soak
DamagePool
BashingStamina + Fortitude, halved
LethalStamina + Fortitude
AggravatedFortitude dice alone, if you have it
House Once per turn you may spend a blood point to soak your Fortitude rating automatically instead of rolling it. This covers aggravated wounds. It does not cover fire, and it does not cover the sun.
Healing
DamageCost
Bashing or lethal1 blood per level
AggravatedA full day's rest and 5 blood for the first level; 1 Willpower and 5 more for each after
Fire, by what is burning
SourceDifficulty
Candle3
Torch5
Burner flame7
Electrical8
Chemical9
Molten metal10

The Stake

A stake through the heart paralyses a vampire where she stands. She stays that way until somebody draws the wood out, and she is awake the whole time, and she can hear everything said over her.

System A targeted attack against the heart, difficulty 9, driving three health levels through after soak in a single blow. Fewer than three, and the wood is in her chest and doing nothing.

At range only the crossbow will do it, and reloading a crossbow takes the full turn. A shooter gets one attempt, and then whatever she shot at is closer.

Bullets do not stake — including wooden ones, which are made and sold in this city and do not work. The heart takes a driven point with a body's weight behind it. A bullet shatters.

IV Gifts of the Blood

The Physical Disciplines DA20

These three run constantly, at no cost, whether the character wants them to or not. The blood point buys the moment somebody notices.

Celerity Add the Celerity rating to every Dexterity-based dice pool, Initiative included, and to the yards covered in a turn. A blood point spent reflexively ignores the difficulty penalties for multiple actions this turn, up to the rating; the dice penalties remain. A number of those additional actions equal to half the rating, rounded up, may be attacks. A blood point also multiplies movement by one plus the rating — one turn in combat, otherwise the scene.
Potence Add the Potence rating in dice to every Strength-based dice pool. A blood point spent reflexively turns those dice into automatic successes for the turn.
Fortitude Add the Fortitude rating to every Stamina-based dice pool, soak included. Fortitude dice may be rolled alone to soak aggravated damage. The blood expenditure is on the soak table above.
Note the shape of it Celerity is not extra actions by default. It is a permanent Dexterity bonus that the blood point converts into freedom from the multiple-action difficulty penalty. The dice penalties stay whatever you spend.

Waking the Sleeping House

A vampire in torpor may be woken early on the blood of a vampire at least three generations lower than she is. An eleventh needs an eighth, or better.

Blood given is blood drunk. Whoever pours it puts one step of a bond on the sleeper, who was not consulted.

Two Small Mercies House

Seeing in the dark Every vampire sees in total darkness at +1 difficulty to anything requiring sight. Auspex removes the penalty. Protean and its equivalents are unchanged and remain superior.
Tongues One additional language per dot of Academics, free. The player supplies where the character learned each, from whom, and when — a season in Heidelberg, a grandmother who would not speak English in the house, four years of Latin because the sources required it. This replaces the Language merit.

V The Character

Making a Character House

Attributes 7/5/3. Abilities 13/9/5, none above 3 before freebies. Disciplines 3, Backgrounds 5, Virtues 7. Fifteen freebie points, plus one for each point of Flaws taken, to a maximum of seven. An Attribute may reach 5 at creation.

The generation floor is the tenth. The Generation Background stops at 3 when the character is built, and cannot be raised afterward by any means.

Experience House

To raiseCost
New Ability3
New Discipline10
New Thaumaturgic path7
Attributecurrent × 4
Abilitycurrent × 2
Clan Disciplinecurrent × 5
Other Disciplinecurrent × 7
Secondary pathcurrent × 4
Virtuecurrent × 2
Humanitycurrent × 2
Willpowercurrent
Background housenew × 5

Backgrounds: Earned, Then Paid House

Backgrounds are not purchased. They are acquired in play, and then finished with experience.

A Background can only be raised once the story has already handed it to your character. When the court acknowledges her, a higher Status becomes available to her — but she rolls no additional dice for it, and it carries no weight in a dispute, until the experience has been spent. Until then the world has made her a promise she has not yet collected on.

Generation is never purchased, at creation or afterward. Status is never purchased without an act of the court preceding it: a Kindred with standing grants it, cedes it, or loses it to her, and then she pays.

Backgrounds in Play House

Allies, Contacts, Retainers, Herd The rating sets both the number and the depth of the tie. Allies 1 is one person who will take a risk. Allies 3 is three of them, and one who will take a serious one.

Name them, at creation or as they turn up. Where she met them, what they get out of it, and what would make them stop answering the phone. The Storyteller will not invent one for you at two in the morning.

  • Allies act, and may refuse.
  • Contacts know things and trade them.
  • Retainers are held by salary, vitae, or Discipline, and the hold has to be kept up.
  • Herd is a feeding ground with faces, and it lives on a particular set of blocks.

Influence House

There is only so much of any sphere in a city, and the Kindred who hold the top of one have usually held it a long while. The Salon keeps the ledger, and everyone who matters reads it.

RatingHow many may hold it
1–2Any number. Nobody contests the low rungs.
3Three Kindred in the city, in any one sphere.
4Two, and they know each other.
5One.
System Influence is bought in one named sphere at a time. Where a rung is full, experience will not put a character on it. She takes it off whoever is standing there, and that Kindred gets an opinion.

The spheres: Bureaucracy · Church · Finance · Health · High Society · Industry · Legal · Media · Occult · Police · Politics · Street · Transportation · Underworld · University.

Politics is held at five by the Prince. Finance by the Keeper of the Book of Lineage. Industry by the Mistress of the Freight. All three held that ground before anyone at this table was born.

VI Property

Buying Things House

The chronicle's equipment list is house canon and overrules the books where the two disagree. Every entry carries a legality, and the difficult ones carry an Access rating.

TierWhat it costs you besides money
LegalMoney over a counter. Nobody remembers the sale.
ControlledA counter, a form, and a serial number on record somewhere.
IllegalMuch of this tier is a charge by itself. Lock picks are intent in Colorado. So is the sap.

Access House

System An Access rating requires that many dots in a Background that reaches the world the item comes from. The player names the Background and says how it applies.

An unregistered pistol at Access 3 is Streetwise 3 for a character who knows the corners. It is Allies 3 when one of the allies sells guns. It is Influence 3 in Underworld when she is part of why the shipment landed. Contacts, Fame, Resources, and Mentor all serve where the account holds up.

The exotica costs a scene. Incendiary rounds, silver worked to an edge, military ordnance, a suppressor made by somebody whose trade is that it still works on the twentieth shot. These come from a man in a room, and he remembers faces.

HEAVY items need Firearms 4 with a Heavy Weapons specialty to buy or to use.

Resources House

System Resources carries two figures — monthly income and total assets. At creation a player may spend up to the full asset figure. After that the monthly allowance is what the character has to hand; reaching the assets means selling something, at a loss and in front of witnesses.
DotsMonthlyAssets
0—About $50
1$235$2,500
2$950$10,000
3$2,850$50,000
4$9,500$500,000
5$47,500$5,000,000

Backgrounds cap at 3 dots at creation. The last two rows are printed for reference, and for the elders sitting on them.

The Small Print

  • Fire. A molotov, a flare pistol, a dragon's breath shell — every Kindred who sees it rolls Rötschreck, the one who threw it included.
  • Blood carries what the vessel carried. Feed on someone high and the Kindred gets high. Feed on someone dying and she tastes it for a week.
  • Tools. A good kit takes 1 off the difficulty of the work it was made for. A proper workspace takes 2, and does not travel.
  • Living bodies. Strangling wants breath, and the dead have none to take. Pepper spray, tear gas, and electricity want a nervous system still in service. Against Kindred all of it is an insult and is received as one.
  • Restraints. Police handcuffs: Strength, difficulty 8, five accumulated successes. Heavy chain: difficulty 9, ten successes. Potence and a moment alone shorten either.
  • Disciplines run on the Dark Ages rules throughout. Those powers were written for a world of horses and plague. Where one reads strangely against 1994, bring it up and we will change how it looks.
  • Clan weaknesses. Where the V20 version is unplayable or simply no fun, ask to use the V5 one instead. Between sessions.

None of this is final. Play it and say what is broken.

VII The Town

Holding Penance House

Penance is ten districts. Each district is two or three fiefs, and each fief is three to five sites: a diner, a church, a bridge, a hardware store. Every site has a note on the map, and the note carries its card: who keeps it, what it pays, what it does for the Kindred who hold it. The full cards live in the Holding Penance journal at the table; this page carries the rules.

The Rounds

The Downtime button opens the Rounds. Pick a site and roll its pool at difficulty 6 plus the site's Security. Successes bank on the site, and the whole coterie's successes bank together. More than one round a night is allowed, and each round after the first is at −1 die and +1 difficulty, stacking. A botch costs the bank a tier's worth and puts the keeper on notice.

What she brings to the round

ThingEffectWhere
A Discipline that costs no blooddice +The highest that fits the work rides the roll on its own: Presence, Dominate or Auspex on a Charisma or Manipulation pool; Obfuscate on Stealth, Larceny and Survival; Auspex on the mental pools; Animalism on Animal Ken.
A Discipline that costs blooddice + or −2One blood point on the round. Celerity, Potence, Fortitude, Protean or Quietus on a physical pool; Thaumaturgy on any. Its rating in dice, or −2 difficulty, her choice.
Merits and flaws±Read whole, by the manner of the work: a social flaw bites a social pool, a lame leg bites a climb, a steady head helps the paperwork. Merits together buy at most −2; flaws bite whole.
The card's own line±Every site names what that place in particular notices: a mirror behind the bar, a cross on every wall, a crew that watches how you walk, a night clerk who rents to the harmless. What the card names replaces the general rule for that site.
Her holdings in the districtdice +A site that grants rounds adds its dice anywhere in its district, to +2.

The same room is easy for one Kindred and nearly closed to another. That is the point: the town is worked by a coterie, and each of them has doors the others do not.

The three tiers

When the bank reaches a threshold, anyone who worked the site may claim the tier. Each tier keeps everything below it. Regular and Fixture may be held by any number of Kindred; Uncontested is one name, and it costs experience: 3 for a Renown 1 or 2 site, 5 for Renown 3 or 4. Thresholds by Renown: 1 → 3 · 6 · 9 · 2 → 5 · 10 · 15 · 3 → 8 · 16 · 24 · 4 → 12 · 24 · 36 successes.

Fiefs and the night's take

Hold the majority of a fief's sites Uncontested and you may take the fief for 5 XP: hunt −1 everywhere in it, the fief's standing benefit, and its own money every night. Every holding pays money and nothing else, each night, when the night turns: an Uncontested site its whole figure, a Fixture a third of it. The sheet settles it with Resources and upkeep pro-rated to the night, and posts one card.

Theft

Breaking in and taking what you want works, and it is a sin at Humanity 7. At Humanity 7 or above, Conscience is rolled for it at Session's End; below 7 the ledger notes it and nothing is rolled.