Alessandro Khadaji - Clan Ventrue
Andrew “the Hardy” Lord of Moray - Clan Salubri
Sir Baldemar de Frisia
Finn Garrety/Bagrat Kamsarakan
Giovanni Dal'este - Clan Assamite
Lorenzo Cappelli - Clan Cappadocian
Vitaliano da Riva
Xing Shi AKA “Izumi Okami” - Clan Lasombra
Aamirah (F) - Khadaji House Servants
Abdul-Galeel (M) - Khadahi House Manager
Adelchi Vespucci (M) – Luigi V. Son and Heir
Adeline (F) - French Diplomats
Agnolo (M) - One of the Doge's supporters who attacked Michele and Xing, one his friends is allies with the Doge's family (name unknown), his other friend is a hanger on (name unknown). Vitaliano treats them for wounds.
Aitana (F) – Spanish beauty catching eye of Bassanio
Alissa Santo (F) – Michael’s wife (Journeying to Paris)
Amaury Amyx (M) - Inquisition Member [Deceased]
Antonietta Cappelli (F) – Sister of Lorenzo
Antonietta (F) – Greetings Employee
Antonietta Gradenigo (F) – Cousin of the Doge Socialite
Antonio (M) – Doge Security (Capi di Contrada) - Spent Time with Katriana
Antonio Strozzi (M) – Bassanio's father (Lives in Florence)
Anya (F) – Hans’ Sister
Aodhan (M) – Scottish Lord and Diplomat from Robert the Bruce
Bagrat Kamsarakan -
Bishop Renzini (M) - Roman Contact of Michele Querini
Brice (M) – A Sergei Volkov Retainer ("Works" for Barca De Fiume)
Captain Domingo Consuelo (M) - A Pirate
Captain Menini (M) – Ship Captain for Khadaji shipping
Christopher Dandolo (M) – Great Council Member - Betrothed to Jordan Thesing - Enemy of Michele Querini
Claudio de Mendini (M) – Paladin and Inquisition member former Knight Hospitillar
Colin (M) and Kirsten (F) Santo - Michael’s Children (Journeying to Paris)
Conner Moray (M) – Cousin of Andrew (Lives in British Isles)
Constancia Cappelli (F) - Lorenzo's Wife [Deceased]
Constantine (M) – Servant of Christopher Dandolo
Cosimo (M) – Greetings Employee
Cyrano (M) – Greetings Employee
Debra (F) – Greetings Employee
Devery Devereaux (M) - Inquisition Member
Doctor Arrigino (M) – Venetian Physician - Vitaliano Ally
Doge Pietro Gradenigo – Leader of Venetian City State
Dominic Cappelli )M) – Brother of Lorenzo Cappelli
Donnach Dunsirn (M) – Bodyguard of Andrew (Traveling with Giovanni)
Ducat (M) – Administrator for the Doge
Elizabeta Lintini (F) - Cristiano Mother - Herbalist
Enrico Coen (M) – Servant of Christopher Dandolo
Etio (M) – Bassanio’s Retainer
Father Cardinale (M) - (Cardinal of Rome) Contact of Michele Querini and Ally of Andrew
Father Communilazi (M) - Constancia's Spiritual Advisor
Federico (M) – Former Cappelli Storage Employee – Pipeweed Merchant - Bassanio Client - Andrew Business Partner
Filippo (M) – Venetian Dock Supervisor – Gunther Thesing Employer while Greetings is "Closed"
Filomena Dandolo (F) – Youngest Child of House Dandolo
Fiona Thesing (F) – Wife of Gunther
Francois Liroux (M) – Katriana Volkov Retainer (Briefly worked for Cappelli Storage)
Gabriele (M) – Michael Santo Right Hand & Ally - Barca De Fiume Employee
Giacomo the Gondalier - Independent Gondola operator - Contact of Sir Baldemar.
Giacomo Soranzo (M) – Grand Council Member - Potential Client for Michael Santo
Ginni (F) - Blue Mongoose Serving Wench
Gino (M) – Marco Querini’s Friend - Xing Shi "Love Interest"
Old Maurizio (M) - Giovanni Masoleum Attendant [Deceased slain by Lorenzo Cappelli, his first kill]
Giuseppe (M) – Cappelli Storage Employee - Contactd Lorenzo Regarding a Man He Killed in the Warehouse
Grima (M) – Dock Worker - Finn Tour Guide
Gunther Thesing (M) – Proprietor of Greetings Inn
Gustav (M) – Seneschal of the Querini Pariarch
Hans (M) – Former Barca De Fiume Employee - First Victim of Bizarre Circumstance [Deceased]
Jocapo Querini (M) - Patriarch of the Querini Family - Great Council Member
Jodi (F) – Greetings Employee
Jordan Thesing (F) – Daughter of Gunther - Betrothed of Christopher Dandolo
Julius (M) – Inquisition Member
Katriana Volkov (F) – Sister of Sergei (Ma-Ri?) - Ghoul of Talisman?
Katya (F) - Sergei Volkov Retainer (Traveling to Paris with Santo's)
Kevan (M) – Teutonic Novitiate
Kristoff (M) – Barca De Fiume Employee
Kurnt (M) - Talisman Ghoul
Laurent Amyx (M) - Inquisition Member
Lindsay (F) – Greetings Employee
Luag (M) - Bodyguard of Aodhan
Lucious Ansora (M) – Venetian Criminal - Knows Domingo Consuelo - Has information exchange agreement with Santo
Luigi Carrera (M) - Bodyguard of Zaccaria Querini
Luigi Vespucci (M) – Silk road trader Retired, contemporary of Marco Polo - Xing Shi Ally
Mahmood (M) – Khadaji House Runner
Marco Querini (M) – Cousin of Michele Querini
Margherita (F) – Dominic Former Girlfriend
Margherita Dandolo (F) – Matriarch of House Dandolo
Maria (F) – (Dominic's) Margherita’s Friend
Marie (F) - French girl Dominic flirts with
Marino Soranzo (M) - Grand Council Member Ally of the Doge
Mario (M) – Whoremaster low-life thug - utilized by Alessandro - Contact of Vitaliano
Matteo Catalano (M) – Proprietor of Ubriaco Marinaio
Maurizio (M) – Barca De Fiume Employee
Maurizio (M) - Whoremaster low-life thug - utilized by Alessandro - Contact of Vitaliano
Mert Khadaji (M) – Alessandro Father - Traveling to British Isles
Michele Querini Wife - No Name Eastern Beauty
Moses (Uthman al-Din) (M) – Independent Ghoul - Lorenzo’s Bodyguard
Mrs. Querini (F) – Michele’s Mother
Nadia (F) - French girl Dominic flirts with
Old Igor the Seer (M) – Baltic Pirate
Paolo Crenetti (M) – Doge Guard (Capi di Contrada) Sergei Vokov Bribed Second Night in City
Pesaro Tamparo (M) - Bodyguard of Marino Soranzo.
Pope Clement V – Spiritual leader of the Roman Catholic Church (Lives in Avalon)
Procopio (M) – Florentine Friend of Bassanio
Quintrell (M) - French Diplomat
Rafael Dandolo (M) – Patriarch of House Dandolo - Great Council Member
Raffiano Lintini (M) - Cristiano's Father - Caravan Trader Italy - Overland
Renaldo (M) - Lucious Compatriot - Santo Contact
Rodrigo (M) – Teutonic Seneschal - Baldemar Retainer
Sergei Volkov (M) – Vampire Hunter
Siegfried von Feuchtwangen (M) - Grandmaster of the Teutonic Order - (Lives in Prussia)
Sir Brayard (M) - Teutonic Knight
Sir Edward Treont (M) – Hospitallar Inqusitor
Stefano (M) - Blue Mongoose Manager
Syrio Abran (M) - Inquisition Member
The Nameless Giovanni Monk (M) - Trying to kill Michael Santo [Deceased]
Tibauld (M) – Dandolo guard that was struck by Xing’s throwing star
Uberto Lintini (M) - Cristiano Older Brother - Mason/Carpenter
Valerio (M) - Giovanni morgue worker. Vitaliano Ally
Victor (M) - Talisman Ghoul
Vincent (M) - Blue Mongoose Muscle
Warrane (M) - French Diplomat
Wilhelm (M) - Sergei Volkov Retainer
Zaccaria Querini(M) - Married to Bianca Soranzo, the daughter of Giovanni Soranzo who is even now fighting at Ferrara alongside Michele Querini's Uncle Marco - Grand Council Member - Opponent of the Doge.
Zilo Lintini (M) - Cristiano's Younger Brother - Brewmaster
Casutra - Nosferatu Ghoul Snake
Alejandro (M) – Clan Lasombra - Childe of Narses
Alexander of Constantinople (M) – Clan?
Alyssa Fitz Gilbert (F) – Childe of Vander - Betrothed and Sire of Alessandro - Contender to be Ventrue Inner Circle
Ambrogino Giovanni (M) – Reclusive head of the Giovanni family (Players currently believe this character to be alive). Clan Cappadocian (Location Unknown)
Andreas Giovanni (M) - Childe of Augustus (Vampire in the Coffin to the Right)
Antoine le Fanu (M) – Malkavian Inner Circle
Antonius the Gaul (M) - Clan Ventrue - 1/3 of Constantinople's Triumverate (Deceased)
Artisan - Alda Vassari (F) – Clan Toreador
Augustus Giovanni (M) - Patriarch of Giovanni Family - Clan Cappadocian (On a ship leaving Venice as of the 11th of March)
Baron Heinrich von Achern - Knight serving Lord Jurgen
Beshter (M) – Katriana’s Paramour - Clan?
Brian Stack (M) (“the Scotsman”) – Salubri Grail Knight - Sire of Andrew the Hardy - Lord of Moray
Caine (M) - The First Vampire (Location Unknown)
Cappadocious - Progenitor of Cappadocian Clan (Location Unknown)
The Captain (M) – Pirate Captain Clan ? (Location - His Ship)
Christol (F) – Clan Brujah – Grandchilde of Dominic - Follower of Lord Jurgen
Claudius Giovanni (M) – Traveling agent of the Giovanni family (Players currently believe this man to be alive). Clan Cappadocian
Criatas the Elder (M)- Contender to be Brujah Inner Circle
“Dark” Selena (F) - Contender to be Brujah Inner Circle
Dominic (M) – Clan Brujah (Location Unknown)
Dragan (M) – Clan Gangrel - Servant of Myca Vykos
Fadris (M) - Clan Lasombra - Grand Childe of Narses
Ferdinand DeVanchu (M) - Clan Nosferatu - Childe of Niccolo
Francois Villon (M) – Courts of Love from Paris - Contender to be Toreador Inner Circle
Gareth (M) - Prince of Constantinople - Clan?
Gesu (M) - Head of Obertus Family (Deceased)
Ghost (M) – Pirate Ship Guardian - Clan ?
Goratrix (M) - Clan Tremere - Prince of Paris (Location Paris)
Gratiano (M) - Clan Lasombra - Narses Uncle?
Hardestadt the Elder (M) - Clan Ventrue - Leader of the Kingdom of the Black Cross (Location Holy Roman Empire)
Helena la Jouste (F) - Court of Love France - Contender to be Toreador Inner Circle
Henri Fitz Gilbert de Clare (M) - Clan Ventrue - Childe of Vander Fitz Gilbert (Deceased)
Ignazo Giovanni (M) - Childe of Augustus Giovanni - Sire of Pietro Giovanni (Vampire in the Coffin to the Left)
Isaac (M) – Clan?
Japheth Cappadocious (M) – Cappadocian Clan Leader - Sire of Lord (Dr) Benne (Location Unknown)
Khadijah Saadeh (M) – Muslim Vampire - Clan?
Lady Amisa (F) - Clan Setite - (Location Unknown)
Lady Jadviga (F) – Clan Ventrue - Bohemian Elder
Lady Meridie de Chancie (F) - Contender to be Brujah Inner Circle
Lady Patrizia (F) - Childe of Lady Jadviga - Clan Ventrue
Lanzo von Saschan (M) – Contender to be Ventrue Inner Circle - Childe of Hardestadt the Elder
Lord Bajazet al Nasir (M) - Clan?
Lord (Dr.) Robert Benne Cappadocious (M) – Cappadocian Inner Circle - Lorenzo Cappelli Sire
Lord Jurgen von Verdun of Magdeburg (M) – Clan Ventrue - Rival of his Sire Hardestadt
Marhuel of Prague (F) - Clan Brujah - Sire of Christol (Location assumed to be Prague)
Ma-Ri (F) – Clan? (Deceased)
Medon (M) - Clan Ventrue - Grand Sire of Raoul (Location Unknown)
Michael the Patriarch (M) - Clan Toreador - 1/3 of Constantinople's Triumverate (Deceased)
Miecyslav - Vykos' Cousin? (Assumed to be Clan Tzimisce)
Milov Petrankov (M) - Contender to be Gangrel Inner Circle
Mithras (M) - Leader of Barony of Avalon - Clan Ventrue (Location London)
Mr. Kestral (M) – Roman Lasombra – Voice of the Roman Elders
Myca Vykos (M) – Tzimisce Inner Circle
Mysterious Muslim Vampire who was speaking with Khadijah - Same One Lorenzo saon First visit to Court as Mortal
Niccolo (M) - Clan Nosferatu - Vitaliano Mentor
Pacifico (M) – Clan Lasombra
Paul Bathalos (M) – Childe of Michael the Patriarch - Toreador Muse of Sculpture - Created Likeness of Michael which sits in Narses Court (Location Unknown)
Pietro Giovanni (M) – Admnistrator of family of morticians and bankers (Players currently believe this man to be alive) Clan Cappadocian
Prince Narses (M) – Prince of Venice - Archbishop of Nod - Lasombra Inner Circle - Founder of the Camarilla
Radek (M) – Pirate sorcerer - Clan ?
Rafael de Corazon (M) – Contender to be Toreador Inner Circle
Raoul Snake Eyes (M) - Clan Ventrue - Sire of Vander Fitz de Gilbert (Deceased)
Sadir (M) - Setite Inner Circle - Procurer of Refreshments
(St.) Sebastian of Gallia Narbonensis (M) - Clan ?
Simon (M) – Clan Nosferatu
Sir Martin (M) - Teutonic Knight (An ally of the Inquisition – Treont) - Clan Ventrue Childe of von Achern
Symeon (M) - Clan Tzimisce - Sire of Myca Vykos (Location Unknown)
Talisman (M) – Prince Goratrix Representative to Narses Court - Stares at Statues - Clan Malkavian
The Dracon (M) - Clan Tzimisce - 1/3 of Constantinople's Triumverate (Location Unknown)
The Man with No Name (M) - (Cotto?) Clan Lasombra
The Turk (M) – Pirate First Mate of the Captain
Thomas Brexiano (M) - Clan Lasombra - Seneschal of Narses
Troile (M/F?) - Progenitor of Brujah Clan (Location Unknown)
Vander Fitz Gilbert de Clare, Earl of Clare (M) – Clan Ventrue - Childe of Raoul Snake Eyes - Sire of Alyssa Fitz de Clare (Traveling to British Isles)
Velya (M) - Clan Tzimisce (Location Unknown)
Ventru (M) - Progenitor of Ventrue Clan (Location Unknown)
Victor la Rouche (M) - Childe of Helena - Clan Toreador
Violetta (F) - Childe of Francois - Clan Toreador
Ynosh (M/F?) - Sire of Ventru (Location Unknown)
Camarilla - A gathering of all Cainites/KIndred under the banner of 13 representatives, nascent stages.
Prometheans - Vampires which believe that Vampires should openly rule or live alongside mortals.
Laws of Night - Venice:
The First Tradition: The Covenant. Those closest to Caine must rule as we are possessed of the most power and wisdom. It is through us that the rest shall prosper. In exchange, those closest to Caine offer their protection to those who dwell within their Domain. My words of acceptance to you are a sacred bond between us their meaning shaped through the millennia to what was presented to you this night. To obey me is to uphold The Covenant between us both.
The Second Tradition: The Domain. This city is my City, I protect and nurture it by enforcing its laws, the laws laid down by Caine. Those who would seek refuge in my Domain will submit to my will. I shall dictate who shall feed and where they shall feed to ensure that our flock is not thinned and stays vibrant. You shall pay respect to me and to those who I allow to dwell within my Domain. Those who are not welcome are to be brought before me, such is the duty of all who dwell here.
The Third Tradition: Progeny. As the eldest in the Domain only I have the wisdom to understand whether the flock has grown sufficiently enough to sustain more of our Brothers and Sisters. Thus, you may not Sire another without my permission. To do so will bring the penalty of Final Death for you and said Childe.
The Fourth Tradition: The Accounting. Those who Sire take on a great burden. For the actions of the Childe reflect upon the Sire. Your successes are this success and your failures are his failures. Your Sire is to instruct you in the proper rules of etiquette. He is also the first to enforce the Traditions. You answer to him as you would answer to me for your sins are his to bear as well. Once he releases you, then shall your actions reflect upon you and you alone.
The Fifth Tradition: Destruction. As a Christian you understand well the laws of Moses, thou shalt not kill thine elder. Neither shall you spill the blood of another of our kind unless forced to do so to defend your own existence. Those who seek to harm you shall suffer my wrath. If a Cainite is to be destroyed, it shall fall upon me to decide and no others.
The Sixth Tradition: The Silence Of Blood. You shall never reveal your nature to those not of the Blood, by so doing, you renounce your claims to yours. At all times you must retain control of yourself in front of mortals with the exception of those for whom you have decided to take sustenance. Then only through death or deception shall you claim the sustenance you need. Many of our kind have mortal servants despite this restriction, it is up to your Sire to decide how and when you may take such servants under your guidance.
Locations and Businesses:
Alla Vigna Inn – (M)
Barca De Fiume – Michael Santo Gondola Business
Blurred Mongoose - Cristiano Lintini's Tavern
Ca' Formenta, - Inn (B-M-S-T)
Cappelli Storage - Cappelli Family Business
Casa de Giovanni - the Masoleum
Eccellenza Tavern - Located in Wealthy Neighborhood in Venice
Elysium – Seat of the Princes Power
Frolicking Pharaoh - Inn where messages are to be sent...
Getties Inn – Near Teutonic Keep
Greetings Inn – Gunther Thesing Business
Grotta Azzura - Restaurant on Grand Canal
Khadaji Shipping - Khadaji Family Business
Lion’s Mane Inn
Marcella's Trattoria (Restaurant Near Marco and Gino’s house - Via Imperoli right by the intersection of Via Benvenuto)
Palazzo Vitturi Inn
Santa Trinità – Teutonic Keep in Venice
St Mark’s Square
Templar Lagoon Hideaway
The Basilica di Santa Maria Gloriosa dei Frari - Cardinale’s Church
Titian Inn - (T)
Ubriaco Marinaio - Tavern Rival of Greetings
Via Volturora cross street Via Irpina (Michele’s Corner)
Way of Kings Inn – High end Inn in the heart of the city, several characters stay there or have stayed there.
Winnowing Inn - (V-A)
Dark Ages Economics:
Ducat = gold
In most major economies using coinage, copper, silver and gold formed three tiers of coins. Gold coins were used for large purchases, payment of the military and backing of state activities. Silver coins were used for large, but common, transactions, and as a unit of account for taxes, dues, contracts and fealty, while copper coins represented the coinage of common transaction. This system had been used in ancient India since the time of the Mahajanapadas. In Europe, this system worked through the medieval period because there was virtually no new gold, silver or copper introduced through mining or conquest. Thus the overall ratios of the three coinages remained roughly equivalent.
Googling on the subject it appears that 60 Ducats per year could support the cost of a Soldier on a Campaign (wartime cost) for one year. Likely half to a quarter of that would allow a Peasant to survive rather easily during the time period. The most difficult thing about these types of conversion rates is that much of the economy back then was either bartering (amongst the lower classes) or being a Landlord and collecting commodities (amongst the Nobility and Aristocracy).
Let's use the following system when exchanging Ducats:
Resources 1: Character generates 15-50 Ducats per year.
Resources 2: Character generates 50-100 Ducats per year.
Resources 3: Character generates 100-500 Ducats per year.
Resources 4: Character generates 500-1,000 Ducats per year.
Resources 5: Character generates 1,000 + Ducats per year.
Piracy and its cause and effect:
The overarching theme is that many Privateers switch between serving the Byzantine Empire and the Ottoman Empire as guards ships and as pirates! Wherever the pay and opportunity is better is where the wind literally blows them. Venice has a fair stranglehold on the areas it influences but past Crete all bets are off and unless accompanied by a Venetian war galley you may not make it back. To the north piracy is less severe as the ships of foes are not as swift and sturdy as Venetian galleys. The ports themselves can be raided by Norseman coming from somewhere in the north, in some ways being on ship is safer in the north than being on land.
Ability Changes V20 Dark Ages:
Carousing is essentially the Talent of being able to talk to anyone anywhere like a social butterfly. With 4+ dots your specialty can be with particular groups of people or social situations. People can provide a lot of information to those who know the language This ability allows you to blend in unobtrusively with the local scene, pick up gossip, and understand slang.
If you are not familiar with a social scene, an Etiquette roll may be necessary to blend in (ST discretion).
To pick up information, you influence others to relax and have fun. This might include showing a potential ally a good time, loosening an
informant’s tongue, or making instant drinking buddies who come to your aid when a brawl starts. The normal difficulty for this roll is 6, though it might be higher in the case of large or surly groups.
On a botch, your character comes off as an obnoxious boor or people begin to question why your character hasn’t touched her own food and drink.
Note that if you have Contacts related to a certain group with which you are trying to gather information, your Contact dice pool may be added to the roll.
Talents - Hobby Skill
Masquerade (Silence of Blood - Pretending to be alive),
Skills - Professional Skill
Body Craft (Essential Vicissitude Skill)
Hunting (Animals not Humans),
Knowledges - Expert Knowledge
Accounting (rudimentary version),
Clan Lore (Each must be taken individually),
History (Human only),
Metallurgy (ironically assists with Craft rolls),
Rename the Knowledge Finance to Commerce & Finance.
We will still use Hearth Wisdom for Local Knowledge.
Academics are already covered by Knowledges such as Law, Medicine, and Theology. Expert Knowledge will cover items like Alchemy or Chemistry which a this point are not widely studied outside of very specialized places and individuals.
Enigmas checks will be covered by Occult.
To read and write a character must possess (at least) two dots of one of the following Knowledges:
Finance, Law, Medicine, Occult, or Theology. The idea is that anything past rudimentary training in these fields required the study of scrolls or manuscripts on the subject at hand.
Clan Lore is a requirement for you to learn anything deeper about the mysteries of each Clan. It can be gained only by spending time with a member of that Clan who in turn teaches you secrets. For each dot taken, which must be justified either through direct roleplay or downtime planning, I will send you a PM with what "secrets" you know about that particular Clan.
Otherwise, what you know is limited to what is posted in the Gameplay Thread.
Multi-Lingual (2 points)
Through patience, study, and/or immersion, you are able to speak another language or languages with native fluency. This represents a full command over the language.
For each dot of Intelligence your character possesses, you may know one other language.
You may also use this Merit to reflect secret codes, cants, jargon, or sign language as well.
Additional languages increase the cost of this Merit by one point per language.
I would like everyone to adjust their characters accordingly as this is a minor issue and each one of you should have at least a freebie point lying around to make this change.
If you prefer, you can simply take this Merit
Lingua Franca (1 point)
You are able to speak a mixed language made of common tongues that most people you encounter will understand.
You may not be able to hold philosophical discussions, but you can navigate your way through conversations in most places and will be able to communicate sufficiently in dire situations.
Note that this Merit alone without the Multi-Lingual one may preclude you from conversations which take place on a high level such as debates or conclaves utilizing a specific language. Thus far in the Thread, when I am utilizing a different language I state that I am using it and place that conversation in Italics instead of bold. The Bold face type when I utilize it always defaults to Italian, the dominant language of Venice.
Literacy should be in no more than one language (Players pick) unless the Literacy merit is taken, see page 422 in V20 Dark Ages game.
Acquiring New Languages: 2 XP for a new language plus a bit of time to learn (progress marked by in-game practice or just learn over a downtime period).
V20 Dark Ages Rules
Most actions require a moment’s time and concentration.
Your character actively does something. However,sometimes you’ll make rolls for things that don’t take time or consideration, usually because they’re triggered responses to other actions. These actions are called reflexive actions, and you take them whenever the situation arises, while still allowing your character to take her normal action in the turn.
For instance, if your character is victim to the Presence
Discipline, she can reflexively spend a point of Willpower
and you can roll her Willpower to resist the effects. She
could then pull a dagger and threaten her assailant as a
separate action in the same turn.
For most reflexive actions, your character simply needs
to be conscious and aware. However, different factors can
cause reflexive actions, and each might have different
restrictions and requirements.
Sometimes, you’ll want your character to perform
multiple actions in a single turn. For example, if your
character is attempting to listen in on a conversation
at a salon while simultaneously going unnoticed by the
patrons, that could be two actions.
If you wish to take multiple actions in a turn, you must
decide before taking your first action. The first action is
taken at +1 difficulty, and at -1 dice. Each additional
action receives a cumulative +1 difficulty, and -1 dice.
You cannot take an action as part of a multiple action if
the difficulty would be increased to 10 or higher. Additionally,
only one action per turn may be an attack action.
The Storyteller is final arbiter on multiple actions. If a
series of actions is not logical in the scope of the narrative,
she may determine they cannot be performed as part of
a multiple action.
Note that Celerity, if possessed allows characters to ignore difficulty penalties for Multiple Actions up to their Celerity dots for the turn.
Tens and Specialties:
A character with four or more dots in an Attribute
or Ability may choose a specialty. This is a refinement of that particular trait. For example, a character with five
dots of Strength might choose “lifting” as a specialty, or
a character with four dots of Archery may choose “longbows”
as a specialty. Any time a specialty applies to a roll,
any dice that come up as tens count as two successes,
instead of one.
So with our lifting specialist above, if he rolls 2, 3, 8,
10, 10 on a difficulty 8 roll, he would normally have three
successes. But if the roll was to lift, he’d have five successes.
House Rule: Once you achieve a 4 you may choose a specialty. For each point above 4 you may choose another Specialty.
Many times, a failed action isn’t the end of the world and
the character can reasonably try again. However, frustration
and complexity make repeat attempts more difficult. Each
successive attempt increases the action’s difficulty by 1. If
this increases the difficulty to 10, the action is too difficult
for the character and she may not attempt it.
Every character possesses an Initiative rating equal to
their Dexterity + Wits + Celerity dots. At the beginning
of every turn, roll one die, and add the Initiative rating
to the result.
House Rule:That’s your character’s Initiative for the
Combat Scene. Any wound penalties subtract from this number.
For example: If your Initiative score is a 7 and you sustain
enough wounds to be reduced to a -2 dice pool, your Initiative
score drops to a 3, unless you Heal to regain your Initiative
Every player involved rolls, including the Storyteller for
any participating Storyteller characters. If two characters
share a result, the character with the higher Initiative
rating goes first. If they share Initiative ratings, their
actions occur simultaneously.
Once all characters determine their Initiative scores
for the combat, the character with the highest Initiative
goes first. After that, move through each character’s
action in descending Initiative order. Any player may
choose to delay his character’s action to a later point
in the roster.
If a character chooses to take a defensive action, that
action may occur at any time in the initiative roster in
response to another character’s action.
Lastly, any addition actions taken as result of a multiple
action occur at the end of the turn. If multiple characters
are using multiple actions, resolve their additional actions
in Initiative order as well.
Characters may dodge, block, or parry attacks, so
long as they’re willing to devote their action to defense
or penalize their dice pools appropriately. Before a
player makes an attack roll, the opponent must declare any
defensive maneuvers he wishes to take.
Successes on a defensive maneuver subtract from
an attacker’s successes. If this reduces an attack to zero
successes, the attack fails. Otherwise, it reduces the
damage dice pool.
The character may block attacks that cause bashing damage by strategically using his body to deflect the blow.
Roll Dexterity + Brawl. He may block lethal and aggravated
attacks if he has Fortitude or is wearing appropriate armor.
The character may dodge any attack he’s aware of.
Roll Dexterity + Athletics. If he has no room to maneuver,
a block or parry may be required at Storyteller discretion.
If dodging an arrow or other very fast ranged weapon, the
difficulty of dodge actions increase by 2. Active use of
Celerity mitigates this penalty.
Parry The character uses a weapon to deflect a brawling
or melee attack. Roll Dexterity + Melee to parry.
When parrying an unarmed attack, if the defender
rolls more successes than the attacker, apply those
additional successes as a successful attack against the
attacker. The attacker may not roll to defend against this
attack; she may only soak. Shields and certain
weapons can be used to influence parry attempts. (See page 350).
Full Defense You may choose to forgo other actions in
the turn and dedicate your character’s action to defending.
Instead of using the normal multiple actions rules, roll his
full dice pool against the first attack. Reduce each subsequent
defensive roll by one die for the rest of the turn, cumulatively.
If you have no dice, you cannot roll. There’s no
difficulty penalty when using full defense.
Blood Use & Blood Pool:
A character may spend one blood point to
reflexively heal one health level of bashing or lethal
damage. Wounds seal. Bruises fade. Bones knit. Limbs
regrow. Indeed, if the vampire spends enough blood to
heal a wound in the turn it’s inflicted, the body never
fully suffers the wound; the blood wells up and draws
the broken body back together effortlessly. Note that
vampires may only heal through blood, unlike humans.
Requires concentrating for one turn.
House Rule: The amount of Health Levels that may be Healed in one turn can be increased to the number of Blood Points that character can spend per their Generation restricted by other expenditures in that same round (i.e. using Blood to increase Physical Attributes or Power Disciplines).
A character may attempt other actions while healing
if she earns a success on a Stamina + Survival reflexive roll
(difficulty 8). Failing means the vampire loses all
expended blood points with no effect, while a botch
causes the vampire to lose both an additional blood
point and an additional health level.
Note Healing Aggravated Damage requires a five blood point expenditure per wound unless a Discipline or power allows for more rapid Healing.
Spending blood to raise Physical Attributes or power Disciplines is done
automatically. A character may spend an amount of
vitae equal to her per-turn rating, as dictated by her
Generation. These increases are effective for the remainder of the scene. While she may do this reflexively, it must be announced before
a roll is made. She may raise a given Attribute one dot
higher than her Generational maximum.
Transference Vampire to Vampire A vampire’s blood can feed other
Cainites on a one-for-one basis. The vampire makes a
wound, another feeds and gains sustenance. This does
impose a stage of the Blood Oath.
Vampire to Human - Ghoul
Vampires may feed their blood to humans or animals,
thus creating ghouls.
While forever stuck in the state in which
they died, vampires still show the signs of death. Her flesh
is as cool as the air around her. She does not naturally
breathe. Her body does not expel sweat or sexual fluids.
However, by spending a variable amount of blood, she
may feign the signs of life for the scene. Her body warms.
She presents as sexually capable. Her chest rises and falls
This costs one blood point for every
dot of Road less than eight. So, a Cainite with Road of
Humanity at four dots must spend four blood points
to imitate life. At Storyteller discretion, characters on
particularly wicked Roads may not imitate life.
Some vampiric Disciplines require blood to use.
Replenishing Blood Pool
Cainites replenish expended or lost blood points by
feeding on the living. While this does not necessarily mean
humans, they are the most common and fulfilling victims.
Drinking blood carries risks for the vessel. If the vampire
takes more than two blood points (about two pints, or
one liter), a human might pass out or suffer health risks.
Functionally, they roll Stamina -1 for every blood point
taken after the second. Failure means they pass out.
A Vampire may consume up to 3 Blood Points per turn.
House Rule : A successful Strength+Potence check DC the Victim's Willpower may allow the character to exceed this number for each success they achieve.
Once her fangs penetrate her victim, the victims are awash
with ecstasy called The Kiss. They cease fighting, if they would
have fought to begin with. Mortals with nine or more dots
of Willpower may fight back regardless of the pleasure. The
ecstasy of The Kiss addicts some mortals (and indeed, some
Cainites), who will seek out that objectification in the future.
Cainites still find The Kiss pleasurable, but they’re
aware of its danger, and thus have the urge to fight. They
may make a Self-Control or Instinct roll at difficulty 8 to
resist abandoning themselves to the assailant.
Mortals are considered to have one fewer blood points
for each health level of Lethal damage they suffer. A character may choose to use a Lethal weapon as bashing damage (i.e. flat of the blade) should their choice of Hunting be combat.
Max Traits: This is a character’s trait limit for Attributes, Abilities,
Backgrounds, and Disciplines.
Blood Pool: This is the maximum number of blood points the vampire may store.
Blood Per Turn: This is the number of blood points a vampire may spend in a turn.
Bashing damage comes from punches, sticks, and other sources
of blunt trauma that are unlikely to instantly
kill a victim. All characters use their full Stamina
ratings to soak bashing damage.
Vampires shrug off bashing damage as trivial; halve all bashing
damage a vampire takes after soaking, and round down. Mark bashing damage down the health track with a slash “/”.
Mortals with a health track full of bashing damage fall unconscious.
Cainites continue moving as if they were Crippled (-5).
Further bashing damage past the health track turns into lethal damage.
Lethal damage comes from bladed weapons and
other sources of injury that cause immediate, threatening
wounds to mortal flesh. With Storyteller discretion, blunt
attacks aimed at a mortal’s vitals (difficulty 8 or 9 to target)
cause lethal damage. Cainites soak lethal damage with their
full Stamina. Mortals may not soak lethal damage without
armor. Mark lethal damage with an “X” on the health track. Mortals die.
House Rule: Lethal Damage dealt to a Vampire past the Incapacitated track DOES NOT result in further Aggravated Damage. However, any further damage dealt will reduce a Vampires Blood Pool on a one for one basis potentially sending that Cainite into Torpor.
House Rule: However, a Vampire which is Incapacitated as a result of Lethal Damage can be subject to a Beheading assuming the appropriate weapon type is being used. The attacker rolls Dexterity+
Melee at a DC one less than normally called for based on the weapon type (after all the victim is prone), if the attack successes exceed the intended victim's Stamina+Fortitude, they are beheaded and suffer the Final Death. (Certain high level Fortitude defense powers may apply).
Aggravated damage is a damage type specific to Cainites and other supernatural creatures. Mortals treat aggravated wounds just like lethal wounds.
Aggravated damage reflects those deadly banes to vampiric
existence such as the sun, fire, and the teeth and claws of
other vampires and lupines. Other certain Disciplines or special
items may also cause Aggravated damage.
House Rule:Vampires struck by Holy Weapons with a Road Rating of less than 7 suffer these wounds as Aggravated damage. As do vampires in league with the Devil (i.e. that vampire has acquired Demonic Investments or has dots in the Discipline Daimoinion).
House Rule: Sun and Fire damage may only be soaked with
a vampire’s Fortitude dots.
A single level of aggravated damage requires a full day’s rest
and five blood points. The vampire may spend these five over
any number of days, but the wound will not heal until the
fifth is spent. He may spend five additional blood points to
heal additional levels while he slumbers.
A Cainite with a health track full of aggravated damage suffers
Willpower is one of the most important Traits in Vampire.
Because there are so many ways to spend and regain Willpower, it fluctuates more than any other Trait (besides blood pool).
A Willpower point may be spent to gain an automatic
success on a single action.
House Rule: You may declare you are spending the point after you make the roll.
You may use only one point of Willpower in a single turn in this
manner, but the success is guaranteed and may not be
canceled, even by botches. By using Willpower in this
way, it is possible to succeed at a given action simply by
concentrating. For extended rolls, these extra successes
may make the critical difference between accomplishment and failure.
The Storyteller may declare that a Willpower
point may not be spent on a given action.
A character may automatically takes some action based
on instinct or urge – for example, leaping away from a patch of
sunlight through a window. A player may spend a Willpower
point to avoid taking this reactive maneuver.
may return at the Storyteller’s discretion; a player may need
to spend multiple Willpower points over the course of a few
turns to stay on task. Sometimes the force of the character’s
will may overcome the urge in question. At other times, the
character has no choice but to follow his instinct when the
character runs out of or no longer spends Willpower.
A Willpower point may prevent a Derangement from
manifesting. Eventually, if the Storyteller determines
the player has spent enough points, the character may
overcome the Derangement, as enough denial of the
Derangement can remedy the aberration. Malkavians may
never overcome their initial Derangement, but they may
spend Willpower to temporarily deny it.
By spending a Willpower point, wound penalties
can be ignored for one turn. This allows a character to
override pain and injury in order to take one last-ditch
action. However, a character at the Incapacitated health
level or in torpor may not spend Willpower in this manner.
Characters may recover Willpower as well as spend it.
The following situations earn the character back a point
or more of Willpower, though a character’s Willpower
pool may never exceed her Willpower rating. The only
way to increase a character’s Willpower rating is through
spending experience points.
1. A character’s Willpower pool may be
replenished whenever the character fulfills a goal or has
an opportunity to restore her self-confidence. Specific
instances of Willpower restoration are up to the Storyteller.
For this reason, Storytellers are advised to take a balanced
approach in allowing characters to regain Willpower; allow
it when appropriate, but not to the point that players can
spend Willpower to sail through any obstacle. Willpower
is a powerful and versatile Trait, and permitting players
to rely on it too much strips much of the challenge from
2. Characters’ Willpower pools replenish fully at the
end of a story (which may take multiple sessions). The
Storyteller may restrict this by requiring that the characters
achieve a goal or otherwise boost their self-confidence.
3. Characters regain one Willpower point each night
when they first rise. This is easy on the bookkeeping,
and allows a steady stream of Willpower replenishment. Note, this is a new rule that I do not remember from the old version of the Rules but I suppose I will allow it to enable more heroic actions.
4. If a character attains some extraordinary goal or fulfills
an outstanding objective, the Storyteller may reward her
with a point of Willpower.
5. If a character behaves in a manner that fulfills her
Nature Archetype, the Storyteller may reward the character
with one to three Willpower points.
V20 Dark Ages - Discipline Systems
The vampire’s senses are now exceptional by mortal
standards. The range and clarity at which she can see, hear
and smell are doubled. Likewise, her sense of touch and
taste become superhuman, allowing her to detect the life
her victim leads in the way a connoisseur could tell what
kind of grass a cow is fed and what direction its pen faces
by the taste of the beef. The vampire can feel a draft that
no one else notices, leading her to a door that wasn’t closed
all the way and putting her back on the trail of her quarry.
She may utilize the power whenever and for however long
as she likes. Of course, having Auspex active leaves her
vulnerable to overstimulation, as described above.
Rarely, a vampire utilizing Heightened Senses will get
precognitive glimpses of what could be or what might come
to pass. There is no real way to control these intuitions,
but in time, a vampire can learn to interpret them after
they have happened.
System: This power costs nothing, is reflexive, and
requires no rolls to use. When activated, any roll related to
the sense’s use is decreased in difficulty by the character’s
Auspex dots. A character may utilize one sense at a time,
or all of them in any combination she likes.
This power does not allow the character to see in
perfect darkness as with Eyes of the Beast (see p. 240).
Characters add their Celerity rating to their Dexterity-based dice pools, including their Initiative ratings.
Add her Celerity rating to the number of yards or meters
she moves in a turn.
Additionally, they may reflexively spend one point of
blood to ignore difficulty penalties for multiple actions
up to their Celerity dots for the turn. For example, a
character with Celerity 3 makes three actions before
suffering +1 difficulty for multiple actions. This does
not mitigate the dice pool reduction, however. A number
of these additional actions equal to half their Celerity
(round up) may be attack actions.
Lastly, by spending one blood point, she may multiply
her movement speed by 1 plus her Celerity dots. In
combat, this lasts one turn. Otherwise, it lasts the scene.
A character’s Fortitude rating adds to all
her Stamina-based dice pools, including her soak rating
for bashing and lethal damage.
A vampire may use her
Fortitude dice as a soak pool against aggravated wounds,
which vampires typically have no recourse against.
Once per turn, she may spend a blood point to automatically
soak her Fortitude in damage, instead of adding it to her
Stamina. This can be used to soak aggravated damage as
well, but not damage from fire or sunlight.
Necromancy - Path of the Grave's Decay:
Ashes to Ashes
While some Cainites slaughter indiscriminately and
fear no consequences for their actions, other Cainites feel
the need to be a bit more discreet. The Dark Medieval is a violent place, and even some of the most devout
adherents of the Road of Heaven might have the need to
dispose of a body quickly. Use of this power turns a human
corpse into a pile of unremarkable ash roughly one-fifth
the weight of the original body.
System: The player spends one blood point as the
vampire drips her vitae onto the corpse. The player rolls
Intelligence + Medicine (difficulty 6). The corpse disintegrates
in a number of turns equal to five minus the number
of successes rolled. These ashes are utterly unrecognizable
via mundane means, though use of supernatural powers
might be able to uncover the identity of the former corpse.
On a botch, the corpse putrefies, but loses none of
its integrity. The vampire may not use Ashes to Ashes on
that corpse again.
With this power, the necromancer can make any target
as stiff and still as a corpse. A target afflicted with Rigor
Mortis can only move by sheer force of will as his own
muscles contract uncontrollably, freezing him into place.
System: The player spends a point of Willpower and
rolls Intelligence + Medicine. Each success freezes a target
in place for one turn. The target must be visible and within
25 yards/meters. A frozen target cannot move or spend
blood points, but he may use perception powers such as
Heightened Senses. Cainites may take physical actions
with a penalty equal to the necromancer’s successes.
Necromancy [ The Path of the Sepulchre:
Peering Across the Shroud
The dead walk among us unseen and unheard. To
command them, a necromancer must be able to perceive
them. Peering Across the Shroud allows a vampire to see
and hear the dead, but not touch them. They appear hazy
and indistinct to her eyes, and they speak in soft whispers
or echoing moans.
System: The player rolls Perception + Awareness
(difficulty 5). Failure has no effect; a botch means that the
character is stricken blind for the scene. Success means
that the vampire can see ghosts for the remainder of the
scene. There is a catch, however. The eyes of a vampire
who is using Peering Across the Shroud glow bright blue
to a ghost’s vision,and like most people, ghosts don’t like
to be spied on.
While this ability does not allow characters to create
shadows that do not already exist, it allows one to
manipulate, move, and animate ambient shadows. This
can grant social effects, such as using shadows to make
yourself more imposing, or shape an environment to suit
your needs, creating areas of shadow in which to hide a
person or object.
System: Spend one blood point to add one die to
a character’s Intimidation and Stealth dice pools for
the remainder of the scene. While this power is active,
characters may also move, change, and animate shadows,
which can include separating them from their original
source. This can include moving shadows in such a way
as to allow the character to see better, which reduces
any penalty incurred by darkness by the amount of the
character’s Obtenebration rating.
Mortals find this power terrifying to behold and must
pass a Courage check of 7. If they fail, their Social dice
pools are reduced by one when they see this power in use.
For each dot of Potence the vampire possesses,
add one die to all Strength-based dice pools. Spend one
blood point reflexively to turn those dice into automatic
successes for the turn. In hand to hand combat, this means
automatic successes on the damage roll.
Valern - Warrior Path:
A healer learns a subject’s illnesses to cure them. The
warrior learns so they know where to strike.
System: This power works identically to Sense Vitality,
save that Sense Death may not see how many wounds
a target has suffered nor scrutinize a mortal’s blood. In
exchange, Warriors may analyze the target’s soak rating
(for two successes) and determine the amount of vitae
currently in a vampire or ghoul’s blood pool (for three).
Questions may pertain to the subject’s physical prowess,
combat Disciplines or philosophical stance towards killing.
Knowing both Sense Vitality and Sense Death grants
an additional two dice to the Perception + Empathy or
Medicine roll; if known, they may be activated with a
single roll, with successes counting towards both.