Traits and Systems

Health

nWOD has a similar health system found in oWOD. However unlike oWOD, nWOD doesn’t use soak rolls after determining damage nor is the number of Health Boxes static. Instead Characters start with a number of Health Boxes equal to 5 + Stamina dots. There are still three different levels of damage bashing, lethal, and aggravated.

Bashing damage is anything that doesn’t pierce the body or harm internal organs. This includes brawling combat, punches and kicks, baseball bats to the torso. Targeted attacks may cause lethal damage depending on the weapon and the target. Ex: A wooden bat to the head and cause brain trauma, while not piercing the body the internal organs are damaged.

To record bashing damage insert a ‘/’ in the leftmost empty box. If the rightmost box is filled with bashing damage, mortals must roll Stamina to remain conscious. Vampires are immune to being knocked out. If the rightmost box is filled with bashing damage, upgrade the leftmost ‘/’ to an ‘X’.

Lethal damage is caused by attacks made with piercing or cutting weapons. It also causes the victim to bleed and harms important organs. Knifes, bladed weapons, and guns deal lethal damage to mortals. Fire usually only causes lethal damage to mortals, unless it’s a blazing inferno or supernatural in nature.

To record lethal damage insert an ‘X’ in the leftmost box without an ‘X’, lesser bashing ‘/’s are pushed to the right. If the leftmost box is filled with lethal damage, mortals are incapacitated and continue suffering damage. Each minute without being stabilized a mortal suffers one more lethal injury. Vampires incapacitated with lethal damage are placed in Torpor. Any damage the character suffers upgrades the leftmost ‘X’ to an asterisk, ‘*’.

Aggravated Damage is crippling harm and the most severe damage a being can sustain. Agg damage is the most difficult to recover from even for supernatural creatures.

To record agg damage insert an asterisk, ‘*’, in the leftmost box without an ‘*’ with lesser damage pushed to the right. A mortal with his leftmost box filled with agg damage is dead. A vampire likewise is destroyed.

In the rulebook there is an increasing wound penalty starting at -1 to -3. I’m simplifying the rule to a flat -2 penalty whenever damage reaches penalty range.

Resilience and Health

Resilience is the VTR equivalent to Fortitude(VTM). Since there is no soak roll in the new system, Resilience instead increases the user’s Stamina dot for dot. The cost to activate is 1 Vitae and the effects last for the entire scene. This bonus increases the user’s Health. At the end of the scene the extra Health boxes are dropped but the damage suffered remains. They simply roll over and upgrade as per the rules above.

Notes on use: A scene lasts as dramatically appropriate before and after combat. That means if a character figures that fur’s gonna fly soon, he can activate it freely just in case combat does happen. After combat but before the effect wears off, the character can spend Vitae to recover from combat damage. I suggest you do so since it’d be unfortunate for you to fall to Torpor.

Defense and Armor

A character’s Defense trait is equal to his Dexterity or Wits, whichever is lower. This represents a character’s natural ability to avoid attacks by dodging and evading punches. An attacker’s Brawl or Weaponry dice pools are subtracted by their target’s Defense trait. Long range attacks, such as bullets and arrows, usually ignore a character’s Defense, unless they’re within close-combat range; one or two yards.

Each turn character has his full Defense trait applied to the first attack. However with each attack attempted on his person, his Defense is lowered by one until the turn comes back to the top of Initiative.

Any form of protective clothing can class as armor, from heavy work gear to knight armor. In modern times Armor is designed to be functional. You can walk around in full plate-armor, but it’s bloody expensive and inconvenient to walk around in. The armor rating of protective clothing subtracts from the attacker’s damage roll. The penalty is not reduced with multiple attacks.

Speed
A character’s Speed is Strength + Dexterity + 5. It is the number of yards a character can travel in a single turn.

Initiative
A character’s Initiative trait is equal to Dexterity + Composure + 1d10. Like it says on the tin.

Celerity/Armor/Initiative/Speed

Celerity operates differently in nWOD than it did in oWOD. Instead of giving the user additional actions turning his turn, it gives the user multiple benefits. It costs 1 Vitae per turn to activate.

While active a character’s Celerity is subtracted from any and all attackers dice pools. This penalty is in addition to any armor rating the user is wearing. And like armor the penalty is not reduced with the number of attacks. Celerity also increases a character’s Initiative, allowing him to act before others in the Initiative order for the turn. Finally Celerity acts as a modifier to a character’s Speed. The formula for effective Speed is [(1+Celerity)*Speed].

Attack

Different attacks will require different dice pools. Close combat involves Strength + Brawl or Weaponry if using a weapon. Range combat involves Dexterity + Firearms for guns or crossbows, and Dexterity + Athletics for thrown objects. Weapons carry a Damage rating which gives the number of dice added to the roll as well as the type of damage inflicted.

Vigor

Vigor is the VTR equivalent to Potence(VTM). In oWOD each dot in Potence granted an automatic success on Strength rolls and did not require activation. This has been changed in VTR. The cost to activate is 1 Vitae and lasts for an entire scene. Each dot of Vigor increases a user’s Strength dot for dot. Note that certain derived traits such as Speed and Jump are also affected by activating Vigor.

Notes on use: A scene lasts as dramatically appropriate before and after combat. That means if a character figures that fur’s gonna fly soon, he can activate it freely just in case combat does happen. In some cases a scene will become extended. This is so a character may benefit from the increased Strength as long as it is needed.

Ghouls/Retainers/Boppers

I have told people to buy ghouls as retainers. Looking at the rules and looking at the setting, I may want to bend the definitions a little. Ghouls are mortals given Vitae by a Vampire. They are imbued with the power of the Vitae and can use some of the abilities of the vampire without the detriments. Ghouls are fiercely loyal if not dependant on their patrons. In this case they are like Retainers.

Retainers are consistently loyal and follow almost any order without question. Dots spent in a single Retainer indicate the training, capability, or flexibility of the aide. A single Dot suggests a child or a madman with limited capabilities, while two Dots indicate an ordinary person. The aide is mundane and with average human ability. Most ghouls are brought at the two Dot level. However the campaign as it is assumes that ghouls act as lieutenants for lesser members of the gang.

I’m throwing this out there for consideration. Give me some feedback. At three Dots the ghouls becomes the head of a small crew of boppers(~3). Afterwards experience can be paid to either increase the size or talents of the crew.

Traits and Systems

Warriors: the Requim/Masquerade lillyastech lillyastech