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No posts. Alias of Dennis Harry.


Basic Disciplines NPC's

Antoine le Fanu 5th Gen Malkavian

Dementation 7
Dominate 4
Auspex 6
Obfuscate 4
Fortitude 2
Celerity 2
Protean 3

Lord Benne 5th Gen Cappadocian

Sepulchure 3
Corpse in the Monster 5
The Grave's Decay 4
Auspex 4
Fortitude 5
Celerity 1
Potence 1
Dominate 3
Presence 4

1 Combo Discipline Power

Brian Stack 6th Gen Salubri

Valern Warrior 5
Valern Healer 3
Auspex 2
Fortitude 4
The Grave's Decay 1
Dominate 3
Celerity 1
Potence 1

True Faith 2

Alyssa 6th Gen Ventrue

Dominate 5
Auspex 2
Presence 3
Fortitude 3
Potence 2
Animalism 2

Bajazet 6th Gen Assamite

Celerity 3
Quietus Cruscitus 4
Obfuscate 4
Protean 1
Fortitude 1
Potence 1
Serpentis 1
Dominate 1

Simon 6th Gen Nosferatu

Obfuscate 6
Animalism 4
Potence 5
Auspex 4
Fortitude 3

True Faith 5

The Man with No Name 6th Gen Lasombra

Obtenebration 6
Dominate 3
Mimetismo 4
Protean 3
Potence 1
Celerity 1

Radek 6th Gen Tremere

Vicissitude 4
Thaumaturgy - Potestas Motus 5
Potestas Vitae 3
Potestas Tempestatum 4
Dominate 1
Chimerstry 1
Potence 1
Fortitude 1

Lady Meridie de Chancery 6th Gen Brujah

Presence 5
Celerity 3
Potence 3
Fortitude 2
Dominate 1
Obfuscate 1

Milov Petrankov 6th Gen Gangrel

Protean 6
Animalism 4
Fortitude 4
Dominate 3
Celerity 2
Presence 2
Potence 1

Myca Vykos 6th Gen Tzimisce (5 Successes Aura Sight Former Diablerie)

Vicissitude 6
Auspex 4
Animalism 4
Dominate 3
Presence 2
Potestas Vitae 2
Fortitude 2
Celerity 2

Sadir 5th Gen Setite (5 Successes Aura Sight Former Diablerie unless Obfuscate up and obscuring)

Obfuscate 7
Visceratika 3
Setite Sorcery - Divine Hand 3
Setite Sorcery - Corruption 3
Serpentis 2
Dominate 2
Fortitude 2
Presence 2
Valern Healer 2
Celerity 1
Quietus Cruscitus 1
Sepulchure 1

Rafael de Corazon 5th Gen Toreador

Presence 5
Celerity 3
Dominate 3
Auspex 3
Obfuscate 2
Fortitude 2

Francis Villon 5th Gen Toreador

Auspex 5
Presence 4
Celerity 4
Obfuscate 2
Fortitude 2
Chimerstry 1


Basic Sheet:

Nature -
Demeanor -
Clan -
Generation -
Sire -

Max Blood Pool /Current /
Max Trait Rating -
Blood points Per Turn -


Str -
Dex -
Sta -

Cha -
Man -
App -

Per -
Int -
Wit -


Alertness -
Athletics -
Awareness -
Brawl -
Carousing -
Empathy -
Expression -
Intimidation -
Leadership -
Subterfuge -
Hobby Skill -

Animal Ken -
Crafts -
Ride -
Etiquette -
Archery -
Larceny -
Melee -
Performance -
Stealth -
Survival -
Professional Skill -

Hearth Wisdom:
Commerce and Finance:
Expert Knowledge:


Conscience -
Self-Control -
Courage -

Humanity -
Willpower -

Multi-Lingual (x2) Latin (Italian, Greek,







Fear is the mind collecting itself from a quick shock thus it is a Wisdom check.

A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger. Fear saves can also be used to test the morale of the heroes' foes. Common fear triggers
include the following.

• The group is badly outnumbered or outclassed by opponents (EL is 4+ higher than the party level).

• The most powerful character in the group or half of the group's members are killed.

• A menacing creature is immune to the group's attacks.

• A menacing creature is at least two size categories larger than the biggest member of the group.

• A menacing creature has the Frightful Presence special attack.

• The character is helpless and threatened by immediate death (trapped underwater, for example).

Appearances are everything; if a character doesn't know she's in dire peril, then she has no reason to make a Fear save.

Likewise, if a player thinks her hero is doomed, a Fear save may be
warranted. Illusions can often trigger these "false" Fear saves.

Fear saves have a DC = 8 + creatures Charisma Modifier or just a flat DC of 10 for a scene.

-If it’s a never before seen encounter or creature then the DC is
increased by +2.
-If the character is alone the DC is increased by +1.
-If a character has lost half or more of their HP then the DC is increased by +1.
-If the creature is obviously stronger than the character then the DC
is increased by +2.

Failure Results

Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.

Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A
frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.

Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's
holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special
ability or spell to escape. If the character fails the Fear save by 16+
points, she is panicked and must make an immediate
Horror save (DC = failed Fear save DC - 5).

Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails
another Fear save becomes panicked.

Recovering from Fear

Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.


Horror is the attempt of trying to process the true threat of a scene, thus it is an Intelligence check.

Horror is harder to gauge for and not as simple to create a flat DC.

In short this is left up to best judgment of the DM, but a safe bet is a base of 8 for something like seeing a decaying body. The more gruesome or unexpected the scene might be, the harder it should become.

Horror is the murderer of innocence.

Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a
hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.

Witnessing a malign paradigm shift, such as discovering your fiancé
is the blood thirsty werewolf you have been hunting all along, should easily be considered a +10 to the DC number.

Horror Save Triggers
DC Horrific Scene

5 Signs of violence (a drying pool of blood,a splintered door, etc.).

8 A decaying body.

10 A scene of pain or suffering (a beggar ravaged by disease; a doctor sewing wounds shut).

12 A freshly slain corpse.

15 A scene of terrible agony (torture, involuntary transformation).

20 A scene of evil, cruelty, and madness (finding dismembered bodies that have been turned into marionettes).

25 Malign paradigm shift.

A "malign paradigm shift" is a situation in which a character discovers that an important element of the surroundings is not only drastically
"wrong," it has been so all along, unbeknownst to the character.

Examples include PCs realizing that they are the only people in a crowded inn who aren't evil shapeshifters, or discovering that the
carriers of a plague epidemic are actually all the victims of rampant vampiric feeding — and are still under the vampires' control.

Horror Save Modifiers
Modifier Condition

+4 A loved one is clearly endangered by the threat.
+4 The victim of the threat is a despised foe.
+2 A friend or ally is clearly endangered by the threat.
+2 The victim of the threat is a foe.
+1 An Innocent is clearly endangered by the threat.
-1 An Innocent is participating in the scene (but not threatened).
-2 A friend or ally is participating in the scene (but not threatened).
-4 A loved one is participating in the scene (but not threatened).
-4 Character is inadvertently responsible for the scene.
-1 Character is of good alignment.
+1 Character is of evil alignment.
-1 Character is in close quarters (no place to run).
+1 Character is in an open area (room to run away).
+2 Character has been warned about what she's about to witness.
+1 Character has overcome or endured a similar event in the past.
-2 Character has failed a Horror save prompted by a similar scene within the past 24 hours.
-1 Character has failed a Horror save prompted by a similar scene in the past (but not within
the past 24 hours).
-1 Character is alone.
-1 Character has lost more than half of his or her maximum hit points.

Advantage Bonuses and Disadvantage:

Bonuses to fear and horror checks should either be a +1 or +2 depending on the situation.

For instance if you have a weapon that can hurt a particular enemy you
gain a +1 bonus or if a loved one is in danger you might gain a +2 bonus.

Other things might give you Advantage on said rolls such as you have faced a similar threat before and triumphed, or you’ve gained some knowledge on how to defeat such threats.

Of course Disadvantage can happen on said rolls to. If a character has faced a similar threat and been defeated that may cause Disadvantage.

And if a friend or ally turns out to be the cause of the check then that may cause a Disadvantage to the roll as well.

Resolution of Effects:

If a character succeeds at the Will save, then
there is no effect, and she is immune to that
specific source of fear, horror, or madness for 24

If a character fails the Will save, then the
margin of failure determines the result. Subtract
the final check result from the DC; this result
determines whether the character suffers a minor,
moderate, or major effect.

Failure Margin Effect:

1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect
(see below for specifics).

When determining the results of failed Horror save, the player also needs to roll 1d4 to select a specific effect.

See page 70ish of the Ravenloft 3ed book for more information.

Recovery Checks
A character who fails a Horror save needs to make recovery checks to shake off its effects. Recovery checks are actually just Horror saves, usually with the same modifiers and DC.

However, succeeding at a recovery check removes a Horror effect while failing a recovery check does not cause additional ill effects.
Characters may take 10 on recovery checks.

See "Recovering from Horror" on page 70ish of the Ravenloft 3ed book for more information.