Core Dice
Dice pool construction, difficulty, success levels, botches, Willpower spends, multiple actions, and extended rolls.
Dice Pool Construction
Pool = Attribute + Ability (usually). Roll a number of d10s equal to the pool.
Each die result ≥ difficulty = 1 success. Default difficulty is 6.
A 1 cancels one success. Net successes after cancellation = final result.
Success levels:
| Net Successes | Outcome |
|---|---|
| 0 (simple failure) | Failure, no 1s (or 1s cancelled all successes but no extras remain) |
| 1 | Marginal success |
| 2 | Moderate success |
| 3 | Success |
| 4 | Exceptional success |
| 5+ | Phenomenal success — narrative escalation |
Botch
Botch = zero net successes AND one or more uncancelled 1s remain. Worse than simple failure — the action goes wrong in a damaging way.
Example: Roll 4 dice, difficulty 6. Results: 1, 1, 3, 5. Zero successes. Two uncancelled 1s. Botch.
Specialties
If a character has a specialty in the Ability being rolled: each 10 counts as 2 successes instead of 1.
Automatic Success
If pool ≥ difficulty, the character may auto-succeed (1 marginal success) without rolling — valid outside combat. Player may still choose to roll for a stronger result.
Willpower
Spend 1 WP before rolling = 1 automatic, uncancellable success added to the roll. Maximum 1 WP per action. WP cannot exceed permanent rating.
Defaulting
- No dots in a Talent: Roll Attribute alone (no penalty).
- No dots in a Skill: Roll Attribute at +1 difficulty.
- No dots in a Knowledge: Cannot attempt.
Multiple Actions
Declare total number of actions at the start of the turn. Find the smallest pool among all actions. Split that pool across all actions in proportion. Actions must be declared before any are rolled.
Example: A vampire wants to fire a pistol (Dex 2 + Firearms 1 = pool 3) and also Dominate a target (Man 4 + Intimidation 2 = pool 6). Smallest pool = 3. Split as 2/1 or 1/2.
Celerity extra actions use full pool and cannot themselves be split.
Extended Actions
Accumulate successes across multiple rolls toward a target total. A botch on any roll = start over at zero. Use these for tasks that take significant time: research, breaking a blood bond, crafting, Conditioning.
Resisted Actions
Both parties roll. Net successes — subtract loser’s from winner’s. Winner’s net result determines outcome.
Social: Man + Subterfuge (lying) vs Per + Subterfuge (detecting). Both diff 7.
Retry Penalty
+1 difficulty per retry on a failed action (Storyteller discretion when to apply). Represents running out of obvious approaches.
Maximum Trait Pool
For Humanity/Path/Willpower rolls: pool = rating only. No additional traits added.
Health Levels
| Health Level | Penalty | Movement |
|---|---|---|
| Bruised | — | Normal |
| Hurt | −1 | Normal |
| Injured | −1 | Half run speed |
| Wounded | −2 | Walk only |
| Mauled | −2 | Hobble 3 yd/turn |
| Crippled | −5 | Crawl 1 yd/turn |
| Incapacitated | — | None |
Spend 1 WP to ignore wound penalties for 1 turn.
Vampire healing: 1 BP = 1 Bashing or 1 Lethal (must rest, 1 per turn unless Generation allows more). Aggravated: 5 BP + full day rest = 1 agg healed. Additional agg same night: 5 BP + 1 WP each.
Damage type precedence in boxes: mark Agg first, then Lethal, then Bashing.