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Core Rules
By D. Reeve
(Disciplines)

Combat:

Initiative:
Wits + Alertness from highest to lowest is case of tie row sham bo or spend fate.

The Fight/Actions:

A Turn consists of
a. spend blood
b. Action/fight of heal of run…etc. Disciplines
c. Celerity actions

An action consists of
a. Any physical action
b. Any Discipline one level per turn ( Can use multiple at one time, i.e. mask + Auspex)
c. Splitting actions; Move and action + difficulty 1 Action and action + difficulty 2 Any additional action + difficulty 2 per extra action(s)

Combat Challenges:
1. hit - Dexterity + Brawl = Dexterity + Dodge
2. Melee - Dexterity + Melee = Dexterity + Melee (if you have a weapon)or Dexterity + Dodge if you don't
3. Firearm - Dexterity + Firearm = Dexterity + Dodge

Assess Damage:
Standard: Weapon + Potence + Strength - Armor - Fortitude After hit remaining standard damage can be soaked with stamina. 6.
Aggravated: Weapon - Armor - Fortitude Strength + Potence (standard damage)

Armor: When it takes damage the armor rating is reduced permanently by the amount of damage prevented.

Staking:
1. roll to hit (see melee)
2. if hit: Dexterity + Medicine (to stake heart)
Front staking difficulty 6
Back staking difficulty 4
Side staking difficulty 5
3. assess damage: Need 3 damage to stake prior to soak

Fire:
1. Fire accelerates one point per turn (Turn 1 = 1 point aggravated damage) (Turn 2 = 2 points aggravated damage) (Turn 3 = 3 points aggravated damage)
2. Excellerants: increase on size of fire (see storyteller) Sunlight: Causes Vampires to catch on fire if direct. (See fire rules).

Ambient sunlight will hurt you (see a storyteller)

Willpower:
Spending you may spend a willpower to be immune to one level of the following (presence , dominate , dementation , serpentis level 1) for one seen . You may spend a willpower point to resist frenzy for one turn !!! Willpower does not regenerate on its own!! Regaining willpower !!see a storyteller!! you must perform an action within your nature that merits the willpower being returned .

Fate Is assigned at the beginning of each night on a random stat base. Fate may be spent on any challenge to increase your base on that challenge. Once you spend that fate it is gone and can't come back.