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Scratch notes at best….


A turn is 3 seconds…

Bad luck can ruin anything. Whenever one of the dice comes up as a 1, it cancels out a success. Completely. Occasionally, truly bad fortune strikes. If none of the dice comes up a success, and one or more dice are showing 1, the roll is a botch. If you score at least one success, even if that success is canceled out and additional 1s remain, it’s just a simple failure.
A botch is much worse than a normal failure — it’s dramatic misfortune. The Storyteller decides exactly what goes wrong; a botch may produce a minor inconvenience or might result in wholesale catastrophe.

Multiple Actions
The player declares the total number of actions they wish to attempt and determines which of those dice pools is the smallest. They may then allocate that number dice among the actions as they see fit.

Trying Again
Failure often produces stress, which often leads to further failure. If a character fails an action, they may usually try it again (after all, failing to pick a lock does not mean the character may never try to pick the lock again). In such cases, though, they suffer a Dice Pool penalty of 1 for each previous failure. Eventually, the difficulty will be so high that the character has no chance of succeeding: The lock is simply beyond their ability to pick and their frustrated with the whole affair.

Automatic Feats

Feats that don’t require a roll!

Blood Use
See Common Blood Powers for some examples.

Getting to Your Feet
Characters may rise from the ground in one turn without making a roll. If a character wishes to get to their feet while doing something else in the same turn, they must take a multiple actions with a Dexterity + Athletics roll check.

Characters may move up to 10 meters (10 yards) per turn without spending an action. This is automatic and requires no roll.
A player may spend an action to augment their movement increasing it to a sprint to instead move a distance equal to 2 x [(Athletics + Sprint Test) + 10 ]. Failure on this Athletics test doesn’t negate the action, but a Botch indicates tripping or something dramatically similar. The test maybe forgone if it’s Dice Pool is not split (this is called Jogging).
Special: Characters with multiple actions from powers such as Celerity or the like, may increase the multiplier by one for each additional action spent on this feat.

Ready Weapon
This can involve drawing a weapon or reloading a gun with a prepared clip. In most cases, no roll is required, so long as the character takes no other action that turn.
If the character wishes to ready a weapon while doing something else in the same turn, such as using the weapon in an Iaijutsu style attack, or quick-firing from the hip the player must split their dice pool and succeed on a Dexterity + Melee or Firearms test for the readying attempt.
Special: A player splitting their dice pool once can never botch a ready weapon test.

The character allows the character with the next-highest initiative to act. They may still act at the end of the turn. If all characters yield during a turn, no one does anything that turn.


Actions that require a roll!

Carrying Capacity
A character can carry 10 kilograms (25 lbs) per point of Strength without penalty. Should a character exceed this total, every action involving physical skills incurs an automatic -1 Dice Pool penalty due to the added weight. Also, every 10 kilograms (25 lbs) over the limit halves the character’s base movement. A character bearing a total weight of double their Strength allocation can’t move.

Change Action
A reflexive action taken on a character’s turn. The character must spend a point of Fate, and succeed on a Intuition + Dexterity test which is considered an Action with which they must split their new action

Abort Action
A reflexive action. The character must succeed on a Intuition + Dexterity test to change their declared action to a defensive one (Dodge, Block, Parry).

Called Shot
Aiming for a specific location incurs a Dice Pool penalty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.
An attacker can use a called shot to negate armor by taking a penalty to their Dice Pool up to equal to the amount of armor rating the target has on. Each penalty the attacker takes negates one point of the target’s armor for soaking damage.
An attacker can use a called shot to strike a more vulnerable area on their target. Each penalty the attacker takes on their attack pool adds one point to their damage pool, up to 5.

Touch a target
Some actions require touch to begin, as part of such an action, a vampire must succeed on a Dexterity + Unarmed test, which may be Dodged, or Parried as normal.

Intuition + Dexterity, in the result of a tie, the character with the higher Intuition goes first (a tie in that regard is broken by Higher Dexterity, then by Specialization in Initiative, then by a roll off).

An attack with a staking weapon at a -4 Dice Penalty. If the attack succeeds and inflicts at least
three health levels of damage, the target is immobilized. An immobilized victim is conscious (and may use perception powers, such as those in the Auspex Discipline), but may not move or spend blood points (except on the Rat’s Rage common blood power).

Close Combat Maneuvers

This maneuver is available only to vampires (or other supernatural creatures with sharp teeth, such as werewolves). A bite maneuver is a “combat” bite, intended to cause damage rather than drain blood. Bite
damage is aggravated. To use a bite attack, the vampire must first perform a successful Clinch, Hold, or Tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below.
Traits: Dexterity + Brawl + 1
Damage: Strength +1

Alternatively, a player can declare her vampire’s bite to be a “Kiss” attack. A Kiss is resolved in the same way as a normal bite, but inflicts no health levels of damage. Upon connecting with a Kiss, the vampire may begin to drain the victim’s blood at the rate which they can spend blood per turn, the victim may resist (by spending a Point of Fate if non-supernatural) by succeeding on a Ideals test to avoid succumbing to the euphoric feeling the Kiss imparts on it’s victims…

This attack is available to vampires with claws, such as those from the Protean power of Feral Claws or bone spurs constructed with the Vicissitude power of Bonecraft. A few other supernatural creatures, such as werewolves, also have claws. A claw attack inflicts aggravated damage (if Feral Claws) or lethal damage (if a Vicissitude-constructed weapon).
Traits: Dexterity + Brawl
Damage: Strength +1

On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll Strength damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict Strength damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free.
To escape a clinch, make a resisted Strength + Unarmed or Dexterity + Dodge roll against the opponent. If the escaping character has more successes, they break free; if not, the characters continue to grapple in the next turn.
Traits: Strength + Unarmed
Damage: Strength

To strike an opponent’s weapon, the attacker must make an attack roll at -2 Dice Pool penalty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s Strength rating, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target’s weapon.

This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject’s next action. At that time, both combatants
roll resisted Strength + Brawl actions; the subject remains immobilized (able to take no other action) until
they roll more successes than the attacker does.
Traits: Strength + Brawl

The attacker uses her own legs to knock the legs out from under her opponent. The target takes
Strength damage and must roll Dexterity + Dodge opposed by the Attack test or suffer a knockdown. The attacker can also use a staff, chain, or similar implement
to perform a sweep. The effect is the same, although the target takes damage per the weapon type.
Traits: Dexterity + (Brawl or Melee) – 1

The attacker rushes their opponent, tackling them to the ground. The attack roll is at -1 dice pool penalty,
and the maneuver inflicts Strength +1 damage. Additionally, both combatants must roll Strength
+ Athletics or suffer a knockdown. Even if the target’s Athletics roll succeeds, he is unbalanced, suffering
-1 Dice Pool penalty to their actions for the next turn.

Melee Attack
Strength + Unarmed or Melee

Ranged Maneuvers

Ranged Attack
Normally a Target + Dexterity test.
However, a ranged weapon may be used out to twice it’s normal distance, at a -2 Dice Pool Penalty.

Fan the Hammer
Ranged attack with a revolver that allows a character to split their Dice Pool by more than 3 when attacking a single target.

Take Aim
Spend a turn, gain +1 to next attack with a weapon. Cannot move while doing. Max bonus = perception.

Defensive Actions

Declare Defending
Rather than having to divide your dice pool among multiple defensive actions, you may declare that your character spends an entire turn defending. The normal multiple-action rules are not used in this case. Instead, you have a full dice pool for the first defensive action, but lose one die, cumulatively, for each subsequent defense action made in the same turn. It is still difficult to avoid several incoming attacks, but not as difficult as trying to attempt multiple things at once.

A Strength + Unarmed maneuver using your character’s own body to deflect a hand-to-hand bashing attack. Lethal and aggravated attacks cannot be blocked unless the defender has Fortitude or is wearing armor.
Blocking thrown weapons is at a -2 Dice Pool Penalty, Medieval Projectiles at a -3 penalty, and bullets at a -5 penalty.

Dexterity + Dodge maneuver useful for avoiding attacks of all types. Your character bobs and weaves to avoid Melee or Brawl attacks (if there’s no room to maneuver, she must block or parry instead).
If there is no cover within 1 meter of the character, dodging thrown weapons is at a -2 Dice Pool Penalty, Medieval Projectiles at a -3 penalty, and bullets at a -5 penalty.

A Dexterity + Melee maneuver using a weapon to block a Brawl or Melee attack. If a character makes a Brawl attack and the defender parries with a weapon that normally causes lethal damage, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does
in the resisted action, the defender rolls the weapon’s base damage plus the parry’s extra successes as a damage dice pool against the attacker.
Parrying thrown weapons is at a -2 Dice Pool Penalty, Medieval Projectiles at a -3 penalty, and bullets at a -5 penalty.


Utter Darkness/Blinded: -2 penalty to all actions taken. Sight based actions automatically fail.

Multiple Opponents: A character who battles multiple opponents in close combat suffers attack and defense dice pool penalties of -1, cumulative, for each opponent after the first (to a maximum of -4).

Knock Down:

Weapon Length It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard/meter before striking, losing a die from her attack roll in the process.

Cover: Cover decreases an attacker’s Dice Pool to hit a target (and often the target’s ability to fire back). Generally speaking the penalty for firing from cover is one less than the cover provides to oncomming attacks.
Light (lying prone): 1
Good (behind wall): 2
Superior (only head exposed): 3

Dazed: If, in a single attack, the attacker rolls a number of damage successes greater than the target’s
Endurance (for mortals) or Endurance + 2 (for vampires and other supernatural beings), the victim is dazed. The target must spend her next available turn shaking off the attack’s effects. Only damage successes that penetrate the defender’s soak attempt count toward this total.

Immobilization: Add two dice to attack rolls made on an immobilized (i.e., held by someone or something) but still struggling target. Attacks hit automatically if the target is completely immobilized (tied up, staked, or otherwise paralyzed).

Knockdown: The victim falls down, and is prone (light cover). And suffers a -2 Dice Pool penalty to any melee attacks made from the ground.