Try It Out

Well, that's it. Those are the basic rules - everything else is just clarification or expansion, the icing on the cake. If you understand these rules, you should be able to play the game with no problem. If you don't yet understand them, reread the section. Better yet, try a couple of rolls yourself.

Let's say that Veronica has finally gotten cause to use that snub-nosed revolver in her handbag - a carjacker is threatening Marcus, her chauffeur. The difficulty for hitting someone at short range is6 (see Chapter Six for more details on combat). Take three dice for Veronica's Dexterity Attribute of 3, and one for her Firearms Skill of 1. You have four dice in your dice pool - fair, but not great. Now go ahead and roll. Count up your successes, but don't forget to take away a success for every "1" you roll. Did you make it? Did you botch? The more successes you get, the more accurately placed the bullet (and the better the odds that the carjacker won't be merely grazed and start returning fire).

Now try an extended and resisted action - we'll say a debate. (It might not sound that interesting at first, but consider that a debate held before the primogen council has some very high stakes....) This will be an indefinite series of rolls, each one perhaps using a different Trait and requiring different difficulties. You need to accumulate five more successes than your opponent to prove your point and sway the council. A botch eliminates all of your accumulated successes (you've made yourself look like a fool somehow).

- First roll: Each player rolls Charisma + Expression, difficulty of the opponent's Wits + 3 (those opening remarks are very important).

- Second and third rolls: As the debate heats up, each player rolls Intelligence + Expression, difficulty of the opponent's Intelligence + Expression.

- Fourth roll (and any subsequent rolls): Each player rolls Manipulation + Expression (difficulty of the opponent's Wits + Expression) to put the final spin on his argument.

Examples of Rolls

This rules system is designed with flexibility in mind, and as a result, there are about 270 combinations of Attributes and Abilities. This daunting number is just the beginning, too - you can certainly devise more Talents, Skills or Knowledges if you think there's need. In this manner, you have a huge variety of rolls to simulate actions-whatever you think is most appropriate. The following examples of rolls are meant to give you some idea of the possibilities that might come up in a game.

- You want to conduct yourself flawlessly at the governor's formal dinner (and you can't actually eat anything). Roll Dexterity + Etiquette (difficulty 8).

- You're miles from your haven, and the sun will be up soon. Roll Wits + Survival (difficulty 7) to find shelter for the day.

- You try to distract the bodyguard with your left hand while surreptitiously slipping your knife back into your belt with your right. Roll Dexterity + Subterfuge (difficulty of the bodyguard's Perception + Alertness).

- You lock gazes with the gang leader, trying to cow him into submission before his gang - of course, he wants to do the same to you. Make a Charisma + Intimidation roll, resisted by his Charisma + Intimidation.

- The ritual requires three days of nonstop chanting. Can you stay awake even through the daylight hours to finish it? Roll Stamina + Occult (difficulty 9).

- You need to board up the door to your haven in record speed - and it needs to be durable, too. Roll Wits + Crafts (difficulty 7).

- You've got access to the chantry library for exactly one night - you'd better find the name you want quickly, but there are a lot of books here. Roll Wits + Occult (difficulty 8) every hour; you need to achieve 15 successes.

- It's not the message of the song, it's how good you look singing it. Roll Appearance + Performance (difficulty 6) to have your choice of groupies.

- How long can you remain motionless in the bushes while the guards chat about the game? Roll Stamina + Stealth (difficulty 7). Each success allows you to hold still for one hour.

- It would be foolish to threaten your rival openly while in the confines of Elysium. Roll Manipulation + Intimidation (difficulty 8) to properly veil your threat without leaving her in doubt as to your intentions.

- Suddenly, a man pushes a crate out of the van you've been chasing - roll Wits + Drive (difficulty 6) to swerve out of the way in time.

- Can you distract the guard dogs while you slip in? Roll Manipulation + Animal Ken (difficulty 8).

- Did she just threaten you? Roll Perception + Intimidation (difficulty 5) to figure out what that Lick meant by that comment.

- You try to get his attention by driving your knife through his hand and into the oak bar. Roll Strength + Melee (difficulty 6).

- You try to pull alongside the fleeing Mercedes so your friends can leap aboard. Make an extended Dexterity + Drive roll, resisted by the Mercedes driver's Wits + Drive. If you accumulate five total successes more than his total successes, you're in position. If he accumulates a total of five more successes than you get, he escapes.

- The new gang in town's been awfully good at picking out Kindred-run operations to take over. Roll Charisma + Streetwise (difficulty 8) to see what people know about them. The more successes you get, the more information you receive, but the legwork will take an entire night regardless.

- What sort of alarm system does this place have? Roll Perception + Security (difficulty 6).

- Whose story will the prince believe - yours or your enemy's? Roll Manipulation + Expression, resisted by your rival's Manipulation + Expression.

- You try convincing the clerk of the court that you're an IRS auditor and that you need to see the court records. Roll Manipulation + Finance (difficulty 8).

- Can you read the German translation of The Book of Nod without losing something in the transition? Roll Intelligence + Linguistics (difficulty 8).

- You have to keep running if you're going to outdistance your pursuers. Make an extended Stamina + Athletics roll (difficulty 7); if you collect 15 successes, you've outlasted them.

- You need to convince the judge to release you before the sun rises. Roll Charisma + Law (difficulty 8) to make a plea eloquent enough.

 

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