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 Level | Dice Pool Penalty | Movement |
|---|---|---|
| Bruised | 0 | No hindrance |
| Hurt | –1 | No movement hindrance |
| Injured | –1 | Half maximum running speed |
| Wounded | –2 | Cannot run (may walk); moving + attacking always costs dice |
| Mauled | –2 | May only hobble (3 yards/meters per turn) |
| Crippled | –5 | May only crawl (1 yard/meter per turn) |
| Incapacitated | — | Cannot 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 Type | Cost | Time |
|---|---|---|
| Bashing | 1 blood point | Instantaneous (while resting) |
| Lethal | 1 blood point | Instantaneous (while resting) |
| Aggravated | 5 blood points | 1 full day per level |
Mortal Healing
Mortals heal much slower and cannot regenerate through blood expenditure.
| Damage Type | Health Level | Recovery Time |
|---|---|---|
| Bashing | Bruised–Wounded | 1 hour |
| Bashing | Mauled | 3 hours |
| Bashing | Crippled | 6 hours |
| Bashing | Incapacitated | 12 hours |
| Lethal | Bruised | 1 day |
| Lethal | Hurt | 3 days |
| Lethal | Injured | 1 week |
| Lethal | Wounded | 1 month |
| Lethal | Mauled | 2 months |
| Lethal | Crippled | 3 months |
| Lethal | Incapacitated | 5 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/Path | Length of Torpor |
|---|---|
| 10 | 1 day |
| 9 | 3 days |
| 8 | 1 week |
| 7 | 2 weeks |
| 6 | 1 month |
| 5 | 1 year |
| 4 | 1 decade |
| 3 | 5 decades |
| 2 | 1 century |
| 1 | 5 centuries |
| 0 | Millennium or more |
Awakening from Torpor
After the mandatory rest period:
- Spend 1 blood point and roll an Awakening roll (Humanity or Path, difficulty 8)
- If blood pool is empty, cannot rise until fed
- Failed roll: try again the next night
- 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 Difficulty | Heat Source |
|---|---|
| 3 | Candle |
| 5 | Torch |
| 7 | Bunsen burner / industrial heat |
| 8 | Electrical fire |
| 9 | Chemical fire |
| 10 | Molten metal |
Fire Damage per Turn
| Health Levels/Turn | Exposure |
|---|---|
| 1 | Torch; small part of body exposed |
| 2 | Bonfire; half of body exposed |
| 3 | Raging 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 Difficulty | Intensity |
|---|---|
| 3 | Faint light through closed curtain; very heavy cloud cover; twilight |
| 5 | Fully protected by heavy clothes, gloves, sunglasses, wide-brimmed hat |
| 7 | Indirect light through window or light curtains |
| 9 | Outside on overcast day; single ray of direct sun |
| 10 | Direct unobscured sunlight |
Sunlight Damage per Turn
| Health Levels/Turn | Exposure |
|---|---|
| 1 | Small part of body (a hand or part of the face) |
| 2 | Large part of body (leg, arm, whole head) |
| 3 | 50% 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/Turn | Source |
|---|---|
| 1 | Wall socket |
| 2 | Protective fence |
| 3 | Vehicle battery, junction box |
| 4 | Main 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