Physical Feats

These systems cover actions involving the three Physical Attributes (Strength, Dexterity and Stamina). These feats typically require a die roll.


Slag: [Dexterity + Athletics]

When your character climbs an inclined surface (rocky slope, side of building), roll Dexterity + Athletics. Climbing is typically an extended roll. For an average climb with available handholds and nominal complications, your character moves 10 feet for every success. The Storyteller adjusts this distance based on the climb's difficulty (easier: 15 feet per success; more difficult: five feet per success). The number of handholds, smoothness of the surface and, to a lesser extent, weather can all affect rate of travel. A short, difficult climb may have the same difficulty as a long, easy climb. The extended action lasts until you've accumulated enough successes to reach the desired height. Botching a climbing roll can be bad; your character may only slip or get stuck, or she may fall.

If the character activates the Protean power of Feral Claws or constructs bone spurs with the Vicissitude power of Bonecraft, all climbing difficulties are reduced by two.


Vehicle Safe Speed Max Speed Maneuver
6-Wheel Truck 60 90 3
Tank (modern) 60 100 4
Tank (WWII) 30 40 3
Bus 60 100 3
18-Wheeler 70 110 4
Sedan 70 120 5
Minivan 70 120 6
Compact 70 130 6
Sporty Compact 100 140 7
Sport Coupe 110 150 8
Sports Car 110 160 8
Exotic Car 130 190+ 9
Luxury Sedan 85 155 7
Midsize 75 125 6
SUV 70 115 6
Formula One Racer 140 240 10

Fig. 1: Driving

Slag: [Dexterity/Wits + Drive]

A Drive roll isn't needed to steer a vehicle under normal circumstances - assuming your character has at least one dot in the Drive Skill. Bad weather, the vehicle's speed, obstacles and complex maneuvers can challenge even the most competent drivers. Specific difficulties based on these circumstances are up to the Storyteller, but should increase as the conditions become more hazardous.

For example, driving in heavy rain is +1 difficulty, but going fast while also trying to lose pursuers increases the difficulty to +3. Similarly, maneuvering in heavy traffic is +1, but adding a breakneck pace while avoiding pursuit bumps the difficulty to +3. A failed roll indicates trouble, requiring an additional roll to avoid crashing or losing control. Characters in control of a vehicle, and who have no dots in the appropriate Ability, need a roll for almost every change in course or procedure. On a botch, the vehicle may spin out of control or worse.

Because different cars handle differently - some are designed for speed and handling while others are designed for safety - a chart is provided to help calculate the difficulty for any maneuver. Generally, for every 10 miles over the safe driving speed of a vehicle, the difficulty of any maneuver is increased by one. Exceedingly challenging stunts and bad road conditions should also increase the difficulty accordingly. The maximum number of dice a driver can have in her dice pool when driving is equal to the maneuver rating of the vehicle. Simply put, even the best driver will have more trouble with a dump truck than she will with a Ferrari.


Slag: [Strength]

The temptation to carry loads of equipment to satisfy every situation can be overwhelming. The Storyteller should make life difficult for players whose characters pack arsenals everywhere they go. A character can carry/tote 25 pounds per point of Strength without penalty. The Potence Discipline adds to the character's effective Strength.

Should a character exceed this total, every action involving physical skills incurs an automatic +1 difficulty due to the added weight. Also, every 25 pounds over the allocation halves the character's base movement. A character bearing a total weight of double her Strength allocation can't move. This system is a guideline, and should not call for an inventory check every time your character picks up a pen.


Area Difficulty
Slum neighborhood/The Rack 4
Lower-income/bohemian 5
Downtown business district 6
Warehouse district 6
Suburb 7
Heavily patrolled area 8

Fig. 2: Hunting

Slag: [Perception]

It is the nature of the vampire that she must hunt. For each hour the vampire spends searching for human prey, allow the player to make a Perception roll against a difficulty based on the area in which the vampire hunts.

Success on this roll indicates that the vampire has found and subdued prey, in a manner appropriate for the vampire and the area (perhaps she has seduced a vessel, crept into a house of sleepers, or simply ambushed and assaulted a victim). She may now ingest one die's worth of blood points. Failure indicates that the hour is spent looking fruitlessly, while a botch indicates a complication (perhaps the character accidentally kills a vessel, picks up a disease, enters the domain of a rival Kindred or suffers assault from a street gang). If a botch does occur, go into roleplaying mode and let the character try to work her way out of trouble.

If the character catches prey, but currently has fewer blood points in her body than [7 minus Self-Control], a frenzy check is necessary to see if she can control her hunger. If the player fails this roll, the character continues to gorge on the vessel until she is completely sated (at full blood pool), the victim dies from blood loss, or she somehow manages to regain control of herself. If a tragedy occurs, the vampire might well lose Humanity.

The Fame Background reduces difficulties of hunting rolls by one per dot (to a minimum of 3), while the Herd Background adds one die per dot in the Background (so long as one's herd could conceivably be in the area). However, Storytellers may increase hunting difficulties for particularly inhuman vampires (Nosferatu, some Gangrel, vampires with Humanity scores of 4 or below), as such monsters find it difficult to blend in with a crowd.


Slag: [Dexterity/Perception + Security]

Intrusion covers breaking and entering, evading security devices, picking locks, cracking safes - and preventing others from doing the same. When bypassing active security, your roll must succeed on the first attempt; failure activates any alarms present (opening manual locks may be attempted multiple times, though). Intrusion rolls can range from 5 [standard lock] to 10 [Fort Knox], depending on a security system's complexity (the Storyteller decides the actual difficulty). Certain tasks might require a minimum level of Security Skill for the character to have any chance of succeeding (e.g., Security 1 might let you pick a simple lock, but not crack a safe). Also, most intrusion tasks require lockpicks or other appropriate tools. On a botch, the character's clumsy break-in attempt goes horribly awry.

Setting up security measures is a standard action, but multiple successes achieved in the effort increase the system's quality (essentially adding to its difficulty to be breached).


Slag: [Strength or Strength + Athletics for a running jump]

Typically, jump rolls are made versus a difficulty of3. Each success on a jump roll launches your character two feet vertically or four feet horizontally. To jump successfully, a character must clear more distance than the distance between her and her destination. On a failure, the character fails to clear the required distance, but the player may make a Dexterity + Athletics roll (typically versus difficulty 6) to allow the character to grab onto a ledge or other safety as she falls. On a botch, your character may trip over her own feet, leap right into a wall or fall to her doom. If the player makes a Perception + Athletics roll (difficulty 6, three successes required) before attempting a jump, he may
gauge exactly how many successes are needed to make the leap


Strength Feats Lift
1 Crush a beer can 40 lbs.
2 Break a wooden chair 100 lbs.
3 Break down a wooden door 250 lbs.
4 Break a 2'x4' board 400 lbs.
5 Break open a metal fire door 650 lbs.
6 Throw a motorcycle 800 lbs.
7 Flip over a small car 900 lbs.
8 Break a 3' lead pipe 1000 lbs.
9 Punch through a cement wall 1220 lbs.
10 Rip open a steel drum 1500 lbs.
11 Punch through 1" sheet metal 2000 lbs.
13 Throw a station wagon 4000 lbs.
14 Throw a van 5000 lbs.
15 Throw a truck 6000 lbs.

Fig. 3: Lifting/Breaking

Slag: [Strength]

The chart below provides the minimum Strength needed to deadlift or break various weights without a die roll. Characters of lower Strength may roll to affect heavier weights than their Strength scores allow for. The roll is made not with Strength, but with Willpower, and is difficulty 9. Each success advances the character by one level on the chart. The Potence Discipline also adds its dots to the character's effective Strength.

Characters can work together to lift an object. This is simply a teamwork roll with the individual players rolling separately and combining any resulting successes.

Lifting is all or nothing - if you fail the roll, nothing happens. At the Storyteller's discretion, your character's effective Strength may be raised if all she wants to do is drag something a short distance instead of pick it up. On a botch, your character may strain something or drop the object on her own foot.


Slag: [Strength]

Opening a door with brute force calls for a Strength roll (difficulty 6 to 8, depending on the material of the door). A standard interior door requires only one success to bash open or slam shut. A reinforced door generally takes five successes. A vault door might take 10 or more successes. These successes may be handled as an extended action. While teamwork is possible (and recommended), a door can still be forced open through a single individual's repeated hammering. Obviously, a door not held in some way can be opened without resorting to force. A botch causes a health level of normal damage to your character's shoulder.

Certain doors (metal vault doors and the like) may require a Strength minimum even to make an attempt. The Potence Discipline adds automatic successes to the roll.


Slag: [Dexterity + Athletics/Drive]

Vampires must often pursue their terrified prey, and sometimes they themselves must flee. Generally, pursuit can be resolved automatically by using the formulas for calculating movement (p. 200); if one party is clearly faster than another is, the faster party catches or avoids the slower party eventually. However, if two characters are of equal or nearly equal speed, or if one character is slower but might lose the faster character or make it to safety before she catches him, use the system below.

Basic pursuit is an extended action. The target starts with a number of free extra successes based on his distance from the pursuer. This breaks down as follows: on foot, one for every two yards ahead of pursuers; in vehicles, one for every 10 yards ahead of pursuers. For chases involving vampires and mortals, remember that mortals tire, but the undead do not.

The target and pursuers make the appropriate roll (depending on the type of pursuit) each turn, adding new successes to any successes rolled in previous turns. When the pursuer accumulates more total successes than the target has, she catches up and may take further actions to stop the chase. As the target accumulates successes, he gains distance from his pursuers and may use that lead to lose his opponents. Each success that the quarry accumulates beyond the pursuer's total acts as a +1 difficulty to any Perception roll a pursuer has to make to remain on the target's tail. The Storyteller may call for the pursuer to make a Perception roll at any time (although not more than once each turn). If the pursuer fails this roll, her target is considered to have slipped away (into the crowd, into a side street). On a botch, the pursuer loses her quarry immediately. If the quarry botches, he stumbles or ends up at a dead end.


Slag: [Dexterity + Stealth/Drive]

Shadowing someone requires that your character keep tabs on the target without necessarily catching her - and while not being noticed by her! The target's player can roll Perception + Alertness whenever she has a chance to spot her tail (the Storyteller decides when such an opportunity arises); the pursuer's player opposes this with a Dexterity + Stealth roll (or Dexterity + Drive, if the shadower is in a vehicle). The difficulty for both rolls is typically 6, but can be modified up or down by conditions (heavy crowds, empty streets, etc.). The target must score at least one more success than her shadow does to spot the tail; if so, she may act accordingly.

Shadowers who have trained together can combine their separate rolls into one success total.


Slag: [Dexterity + Stealth]

Rather than fight through every situation, your character can use stealth and cunning. A sneaking character uses Dexterity + Stealth as a resisted action against Perception + Alertness rolls from anyone able to detect her passing. The difficulty of both rolls is typically 6. Unless observers score more successes than the sneaking character does, she passes undetected. Noise, unsecured gear, lack of cover or large groups of observers can increase Stealth difficulty. Security devices, scanners or superior vantage points may add dice to Perception + Alertness rolls. On a botch, the character stumbles into one of the people she's avoiding, accidentally walks into the open, or performs some other obvious act.

Note that vampires using the Obfuscate Discipline may not have to make rolls at all.


Slag: [Stamina + Athletics]

Assuming your character can swim at all (being able to do so requires one dot of Athletics), long-distance or long-duration swimming requires successful swimming rolls versus a difficulty determined by water conditions. After all, although vampires can't drown, they are corpses and thus have little buoyancy. The first roll is necessary only after the first hour of sustained activity; only one success is needed. If a roll fails, the character loses ground - perhaps pulled out other way by a current. If a roll botches, she starts to sink, or perhaps stumbles upon a less-than-finicky shark.

Vampires caught in shallow water during the day will take damage from sunlight (assume that a submerged vampire has protection equivalent to being under cloud cover).


Slag: [Dexterity + Athletics]

Objects (grenades, knives) with a mass of three pounds or less can be thrown a distance of Strength x 5 in yards. For every additional two pounds of mass that an object has, this distance decreases by five yards (particularly heavy objects don't go very far). As long as the object's mass doesn't reduce throwing distance to zero, your character can pick up and throw it. If an object can be lifted, but its mass reduces throwing distance to zero, the object can be hurled aside at best - about one yard's distance. Obviously, if an object can't be lifted, it can't be thrown at all (refer instead to "Lifting/Breaking," above).

The Storyteller may reduce throwing distances for particularly unwieldy objects or increase them for aerodynamic ones. Throwing an object with any degree of accuracy requires a Dexterity + Athletics roll versus difficulty 6 (to half maximum range) or 7 (half maximum to maximum range). This difficulty can be adjusted for wind conditions and other variables at the Storyteller's whim. On a botch, your character may drop the object or strike a companion with it.

Mental Feats

These systems cover tasks involving the three Mental Attributes (Perception, Intelligence and Wits), as well as tasks using the Virtues, Humanity and Willpower. Mental tests can provide you with information about things your character knows but you, the player, don't. Still, you should depend on your creativity when solving problems - not on die rolling.


Slag: [Perception, Humanity]

Vampires are nocturnal creatures and find it difficult to awaken during the day. A vampire disturbed in his haven while the sun is in the sky may roll Perception (+ Auspex rating, if the vampire has it) versus difficulty 8 to notice the disturbance. Upon stirring, the vampire must make a Humanity roll (difficulty 8). Each success allows the vampire to act for one turn. Five successes mean the vampire is completely awake for the entire scene. Failure indicates the vampire slips back into slumber, but may make the Perception roll to reawaken if circumstances allow. A botch means the vampire falls into deep sleep and will not awaken until sundown.

While active during the day, the vampire may have no more dice in any dice pool than his Humanity rating.


Slag: [variable]

Some vampires were artists, musicians, writers or other creative types in life; others spend centuries trying to rekindle the spark of passion that undeath has taken from them. Certainly, the society of the Damned has gazed upon many wondrous (and horrific) works of art never seen by human eyes.

When trying to create something, a variety of rolls can be used, depending on just what it is the character wishes to create. Perception (to come up with a subject worthy of expression) + Expression or Crafts (to capture the feeling in an artistic medium) is a common roll. In all cases, the player must decide the general parameters of what she wants her character to create (a haiku about roses, a portrait of the prince, an epigram for the christening of a new Elysium site). The difficulty is variable, depending on the nature of the creation (it's easier to write a limerick than a villanelle). The number of successes governs the quality of the creation: With one success, the character creates a mediocre, uninspired but not terrible work, while with five successes the character creates a literary or artistic masterpiece. Some works (novels, large sculptures) might require extended success rolls. On a botch, the character creates the greatest work ever known to Kindred or kine (of course, everyone else who sees it immediately realizes what crap it actually is).

At the Storyteller's discretion, a vampire who creates a particularly inspired masterwork might be eligible for a rise in Humanity, via experience points.


Slag: [Intelligence/Wits + Computer]

Most business and political transactions involve the use of computers, which can give neonates a surprising advantage in the Jyhad. A would-be hacker's player rolls Intelligence or Wits + Computer versus a variable difficulty (6 for standard systems, up to 10 for military mainframes and the like). Successes indicate the number of dice (up to the normal dice pool) that can be rolled to interact with the system once it's been breached.

Actively blocking a hacker is a resisted action; the adversary with the most successes wins. On a botch, the character may trip a flag or even reveal her identity to the system she's trying to breach.


Slag: [Perception + Investigation]

Any search for clues, evidence or hidden contraband involves Investigation. The Storyteller may add to the difficulty of investigations involving obscure clues or particularly well-concealed objects. One success reveals basic details, while multiple successes provide detailed information and may even allow deductions based on physical evidence. On a botch, obvious clues are missed or even destroyed accidentally.


Slag: [Dexterity/Perception + Crafts]

Depending on the precise specialty, the Crafts Skill allows for repairs of everything from pottery to automobile engines. Before repairing a device that's on the fritz, your character must identify its problems (accomplished as a standard research roll; see below). The Storyteller then sets the difficulty of the repair roll, if any. This difficulty depends on the problems' severity, whether the proper tools or any replacement parts are on hand, and if adverse conditions exist. An inspired research roll may offset these factors somewhat. A simple tire change is difficulty 4, while rebuilding an entire engine might be difficulty 9. Basic repairs take at least a few turns to complete. More complex repairs are extended actions that last 10 minutes for each success needed. On a botch, your character may simply waste time and a new part, or may make the problem worse.


Slag: [Intelligence + Academics/Occult/Science]

Research is performed when searching computer databases for historical facts, when looking for obscure references in ancient documents, or when trying to learn the true name of a Methuselah. In all cases, the number of successes achieved determines the amount of information discovered; one success gives you at least basic information, while extra successes provide more details. The Storyteller may assign a high difficulty for particularly obscure data. On a botch, your character may not find anything at all or may uncover completely erroneous


Slag: [Perception + Survival]

Unlike shadowing, tracking requires you to follow physical evidence to find a target. Discovering footprints, broken twigs, blood trails or other physical signs leads the tracker right to the subject. Following such a trail is a standard action; multiple successes provide extra information (subject's rate of speed, estimated weight, number of people followed). The quarry can cover her tracks through a successful Wits + Survival roll. Each success on this roll adds one to the difficulty of tracking her. Abnormal weather, poor tracking conditions (city streets, Elysium) and a shortage of time also adds to cracking difficulty. On a botch, your character not only loses the trail, but also destroys the
physical signs of passage.

Social Feats

These systems cover tasks involving the three Social Attributes (Appearance, Manipulation and Charisma). Roleplaying usually supersedes any Social skill roll, for better or worse. Storytellers may ignore the Social systems when a player exhibits particularly good, or excruciatingly bad, roleplaying.


Slag: [Charisma + Empathy]

You influence others (particularly potential vessels) to relax and have fun. This might include showing a potential ally a good time, loosening an informant's tongue or making instant drinking partners who come to your aid when a brawl starts. The difficulty is typically 6 (most people can be persuaded to loosen up, regardless of intellect or will), though it might be higher in the case of large (or surly) groups. Certain Natures (Bon Vivant, Curmudgeon) can also influence the roll's difficulty. 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….


Slag: [Manipulation/Perception + Subterfuge]

The Subterfuge Talent is used with Manipulation when perpetrating a scam or with Perception when trying to detect one (a scam can range from impersonating the authorities to using forged papers). All parties involved, whether detecting the lie or perpetrating it, make an appropriate roll (typically difficulty 7). The seam's "marks" must roll higher than the perpetrator to detect any deception. False credentials and other convincing props may add to the difficulty of uncovering the dupe, while teamwork may help reveal the scam. Hacking and/or intrusion rolls may be called for to pull off an inspired scam successfully. If your character perpetrates the scam and you botch, the entire plan falls apart.


Slag: [Manipulation + Subterfuge]

When there's no time for subtlety, baffle them with nonsense. The target can be overwhelmed with a rapid succession of almost-believable half-truths. Hopefully, the subject believes anything she hears just to get away from the babble - or becomes so annoyed that she ignores your character completely. This is a resisted action - your character's Manipulation + Subterfuge against the target's Willpower. The difficulty of both rolls is typically 6, and whoever scores more successes wins. On a tie, more babbling is needed. On a botch, your character goes too far, angering the target and rambling without effect.


Slag: [Manipulation + Empathy/Intimidation]

Anyone can ask questions. With the Interrogation Ability, you ask questions and have leverage. Interrogating someone peacefully (Manipulation + Empathy) involves asking strategic questions designed to reveal specific facts. This method is a resisted action between your character's Manipulation + Empathy and the subject's Willpower. Both actions are typically made against a difficulty of 6. Rolls are made at key points during questioning, probably every few minutes or at the end of an interrogation session.

Violent interrogation

Slag: [Manipulation + Intimidation]

Violent interrogation involves torturing the victim's mind and/or body until she reveals what she knows. This is a resisted action between your character's Manipulation + Intimidation and the target's Stamina + 3 or Willpower (whichever is higher). Rolls are made every minute or turn, depending on the type of torture used. The subject loses a health level for every turn of physical torture, or one temporary Willpower point per turn of mental torture. The combined effect of physical and mental torture has devastating results. A botched roll can destroy the subject's body or mind.

Two or more interrogators can work together, combining successes; this works even if one interrogator is using Empathy while another is using Intimidation (the classic "good cop/bad cop" ploy).

Whatever the interrogation method used, if you roll more successes in the resisted action, the target divulges additional information for each extra success rolled. If your extra successes exceed the victim's permanent Willpower score, she folds completely and reveals everything she knows. The extent and relevancy of shared information are up to the Storyteller (details are often skewed to reflect what the subject knows or by what she thinks her interrogator wants to hear).


Slag: [Strength/Manipulation + Intimidation]

Intimidation has two effects. Intimidation's passive effect doesn't involve a roll; it simply gives your character plenty of space - whether on a bus or in a bar. The higher your Intimidation rating the wider the berth that others give him.

Intimidation's active application works through subtlety or outright threat. Subtlety is based on a perceived threat (losing one's job, going on report, pain and agony later in life). Roll Manipulation + Intimidation in a resisted action against the subject's Willpower (difficulty 6 for both rolls); the target must get more successes or be effectively cowed.

The blatant form of intimidation involves direct physical threat. In this case, you may roll Strength + Intimidation in a resisted roll (difficulty 6) against either the subject's Willpower or her Strength + Intimidation (whichever is higher). On a botch, your character looks patently ridiculous and doesn't impress anyone in attendance for the rest of the scene.


Slag: [Charisma + Leadership]

From a general's rousing speeches to a politician's slick double-talk, the capacity to sway the masses emotionally creates and destroys empires. When your character speaks to an audience, from a small board meeting to a large crowd, roll Charisma + Leadership. Difficulty is typically 6; the Storyteller may increase the difficulty for a huge, cynical, dispassionate or openly hostile audience. Oration is hit or miss - your character either succeeds or fails. On a botch, your character may damage her reputation or even be assaulted by the audience. If the character has time to prepare a speech beforehand, the Storyteller may roll the character's Intelligence + Expression (difficulty 7). Success on this roll reduces the subsequent Charisma + Leadership difficulty by one. Failure has no effect, while a botch actually increases the
Charisma + Leadership difficulty (the character inserts a gaffe into the speech).


Slag: [Charisma + Performance]

Vampires are certainly egotistical creatures, and some among their number are actors, poets, musicians or other sorts of entertainers. When a character performs live before an audience, roll Charisma + Performance (difficulty 7). As with oration, the audience's mood can increase the difficulty, as can the performance's complexity. One success indicates an enjoyable, if uninspired, effort, while additional successes make the performance a truly memorable event to even the most surly crowd. On a botch, your character forgets lines, hits the wrong chord or otherwise flubs.


Slag: [variable]

Vampires are master seducers, for their very sustenance often depends on coaxing potential prey into an intimate liaison. The particular situation and style of the seduction determine which Ability is used. Seduction is an involved process involving several different rolls and Abilities:

  • First roll (approach/opening remarks): The player rolls Appearance + Subterfuge versus a difficulty of the subject's Wits + 3. Each success above the initial one adds one die to the vampire's dice pool for the second roll. A failure means the subject expresses his disinterest; a botch means the subject might grow disgusted or angry.
  • Second roll (witty repartee): The player rolls Wits + Subterfuge versus a difficulty of the subject's Intelligence + 3. Again, each success above the initial one adds one die to the dice pool for the final roll. If the roll fails, the subject breaks off the contact, but might prove receptive at a later date (after all, the first impression was good).
  • Third roll (suggestive/intimate conversation): The player rolls Charisma + Empathy versus a difficulty of the subject's Perception + 3. If the third roll succeeds, the subject is enamoured with the character and agrees to depart with her to a private spot. What happens next is best handled with roleplaying, but can certainly involve the drinking of blood, as well as other complications.

On a botch, the vampire likely ends up with a drink in her face.

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