Health, Damage & Healing

Health levels, damage types, vampire healing, torpor, fire, sunlight, and environmental hazards.

Health Levels

Every character has seven health levels. Each represents a threshold of physical damage:

Health LevelDice Pool PenaltyMovement
Bruised0No hindrance
Hurt–1No movement hindrance
Injured–1Half maximum running speed
Wounded–2Cannot run (may walk); moving + attacking always costs dice
Mauled–2May only hobble (3 yards/meters per turn)
Crippled–5May only crawl (1 yard/meter per turn)
IncapacitatedCannot move; likely unconscious

Below Incapacitated: vampires enter torpor (from bashing/lethal) or suffer Final Death (from aggravated).


Damage Types

Bashing

Blunt force: punches, kicks, clubs, explosions. All unarmed combat deals bashing unless using Feral Claws or supernatural powers.

Firearms vs. vampires: Bullets deal bashing to vampires (the body absorbs and closes around the wound). Head shots deal lethal.

  • Vampire soak: Stamina (+ Fortitude). After soak, bashing damage to vampires is halved (round down).
  • At Incapacitated + 1 more bashing: vampire enters torpor.

Lethal

Edged and piercing weapons, bullets against mortals, head shots against vampires.

  • Vampire soak: Stamina (+ Fortitude). Lethal is treated as standard damage for vampires and heals normally with blood.
  • At Incapacitated + 1 more lethal: vampire enters torpor.

Aggravated

Fire, sunlight, claws/fangs of supernatural beings (vampires, werewolves, some others).

  • Vampire soak: Fortitude only. Vampires without Fortitude cannot soak aggravated damage.
  • Healing: One full day of rest + 5 blood points per aggravated level healed. Healing additional aggravated levels on the same day costs 5 blood points + 1 Willpower point each.
  • At Incapacitated + aggravated: Final Death.

Applying Damage

Damage fills health boxes from top (Bruised) to bottom (Incapacitated). All damage types coexist, but they are tracked separately:

  • Mark bashing: /
  • Mark lethal: X
  • Mark aggravated: (or asterisk *)

Aggravated is always marked in the highest available box. If an aggravated wound is added when lower-severity damage already occupies that box, all lower-severity boxes shift down one level.

Overflow: Lethal or bashing damage taken while Incapacitated converts to the next severity level. Bashing → lethal at Incapacitated; lethal at Incapacitated with more damage → torpor.


Vampire Healing

Bashing and Lethal

  • Spend 1 blood point to heal 1 health level of bashing or lethal damage.
  • Requires rest (not usable in the same turn as physical combat actions, unless the vampire has high enough Generation to spend multiple blood points per turn).
  • Multiple health levels can be healed simultaneously if Generation allows multiple blood expenditures per turn.

Aggravated

  • Requires one full day of rest and 5 blood points per level.
  • Additional aggravated levels healed on the same day: 5 blood points + 1 Willpower point each.
  • Cannot be healed in combat.

Healing Summary

Damage TypeCostTime
Bashing1 blood pointInstantaneous (while resting)
Lethal1 blood pointInstantaneous (while resting)
Aggravated5 blood points1 full day per level

Mortal Healing

Mortals heal much slower and cannot regenerate through blood expenditure.

Damage TypeHealth LevelRecovery Time
BashingBruised–Wounded1 hour
BashingMauled3 hours
BashingCrippled6 hours
BashingIncapacitated12 hours
LethalBruised1 day
LethalHurt3 days
LethalInjured1 week
LethalWounded1 month
LethalMauled2 months
LethalCrippled3 months
LethalIncapacitated5 months

Untreated lethal wounds worsen by 1 lethal level per day. Past Mauled, recovery requires medical treatment. Past Crippled, no recovery is possible without professional medical care.


Torpor

Torpor is a deathlike trance — complete shutdown of the vampiric condition.

Entering Torpor

From wounds: Taking damage past Incapacitated (bashing or lethal) sends the vampire into torpor.

From blood loss: When a vampire’s blood pool drops to 0 through nightly expenditure, they deteriorate:

  • 1 health level per day from desiccation
  • By the seventh day (at Incapacitated), they enter torpor
  • A staked or paralyzed vampire continues burning 1 blood point per night

Voluntary torpor: A vampire may choose to enter torpor deliberately.

Duration

Humanity/PathLength of Torpor
101 day
93 days
81 week
72 weeks
61 month
51 year
41 decade
35 decades
21 century
15 centuries
0Millennium or more

Awakening from Torpor

After the mandatory rest period:

  1. Spend 1 blood point and roll an Awakening roll (Humanity or Path, difficulty 8)
  2. If blood pool is empty, cannot rise until fed
  3. Failed roll: try again the next night
  4. Success: rise at Crippled (lowest functional health level)

Voluntary torpor: May rise after half the mandatory period; still requires an Awakening roll.

Torpor state: A torpid vampire ignores the nightly blood expenditure. They are in genuine hibernation.

Torpor and Memory

A vampire in torpor has no sensory awareness. They may have dreams — particularly if blood-bonded, if they have Auspex, or if specific Disciplines or rituals are used on them.


Final Death

Triggers:

  • Taking 1 more level of aggravated damage while Incapacitated or in torpor
  • Decapitation, explosion, total bodily destruction
  • Complete incineration

When a vampire suffers Final Death, the body crumbles: an old vampire turns to ash, a young vampire might simply fall dead. The speed of dissolution correlates roughly with age and blood potency.


Fire

Fire damage is aggravated and automatic (no attack roll required — contact is sufficient). Only Fortitude can soak fire damage.

Fire Soak Difficulty

Soak DifficultyHeat Source
3Candle
5Torch
7Bunsen burner / industrial heat
8Electrical fire
9Chemical fire
10Molten metal

Fire Damage per Turn

Health Levels/TurnExposure
1Torch; small part of body exposed
2Bonfire; half of body exposed
3Raging inferno; entire body engulfed

Appearance damage: At Mauled from fire, reduce Appearance by 1 (until healed to Bruised). At Crippled or Incapacitated, reduce Appearance by 2.

Rotschreck: Fire always triggers Rotschreck. See Frenzy & Rotschreck.


Sunlight

Sunlight is more dangerous than fire — it is the most primal of the vampiric vulnerabilities. Damage is aggravated and automatic. Only Fortitude can soak it.

Sunlight Soak Difficulty

Soak DifficultyIntensity
3Faint light through closed curtain; very heavy cloud cover; twilight
5Fully protected by heavy clothes, gloves, sunglasses, wide-brimmed hat
7Indirect light through window or light curtains
9Outside on overcast day; single ray of direct sun
10Direct unobscured sunlight

Sunlight Damage per Turn

Health Levels/TurnExposure
1Small part of body (a hand or part of the face)
2Large part of body (leg, arm, whole head)
350% or more of the body

Blindness: Looking directly into sunlight blinds immediately (retinas burned).

Moonlight: Not dangerous. A full moon may cause mild discomfort or difficulty without protective clothing, at Storyteller discretion.

Rotschreck: Sunlight exposure triggers Rotschreck.


Other Environmental Hazards

Staking

A vampire staked through the heart is paralyzed (not destroyed). The vampire remains conscious and can use perception-based powers (Auspex) but cannot move, take physical actions, or spend blood points. A staked vampire still burns 1 blood point per night.

Mechanics: Targeting the heart is difficulty 9. Success requires at least 3 health levels of damage to reach and penetrate the heart. Fortitude applies normally to the damage roll, but staking still paralyzes if the damage threshold is reached.

Removing the stake: Requires the vampire to be held still and someone to physically pull it out (Strength roll, difficulty 6). The paralysis ends immediately.

Electrocution

Health Levels/TurnSource
1Wall socket
2Protective fence
3Vehicle battery, junction box
4Main feed line, subway rail
  • Lethal damage each turn until contact is broken (Strength roll, difficulty 5 for vampires, 9 for mortals)
  • A botched soak roll converts the damage to aggravated
  • Armor does not protect against electricity

Falling

  • 1 die of bashing damage per 10 feet / 3 meters fallen
  • Soak normally
  • Landing on sharp objects may convert to lethal
  • At 100 feet / 30 meters (terminal velocity): maximum 10 dice, lethal damage, armor at half rating

Drowning

Vampires do not breathe — they do not drown in the conventional sense. However:

  • Complete immobilization in water prevents any action
  • Running water affects some vampires supernaturally (Storyteller discretion; not in V20 core)
  • Trapped underwater requires escaping the water; the vampire is not harmed by lack of air

Temperature Extremes

  • Cold: Severe cold may impose –1 or more to Dexterity-based pools; frostbite is possible with extended exposure
  • Heat: Temperatures above 200°F / 100°C may produce fire-equivalent effects
  • Vampires otherwise suffer little from temperature variation