Domain is typically land or hunting ground, but where do ghouls and mortal servants fall in that?
Openly targeting a vampire's mortal retainers wouldn't outright violate the Second Tradition, but it would start a grudge with that ghoul's domitor. It's the difference between smashing the headlights of someone's car and breaking into their house intent on murdering them - application of the death penalty is much more likely in the latter than the former. However, while the Prince might not do anything about it, the offended vampire will likely start scheming to take you down, even if it takes decades or centuries.

However, some Ventrue are known to bet on the outcome of proxy contents between human pawns. So long as the Masquerade remains intact, such games are considered tacky but innocuous.

Besides targeting Kathy's family, does Son have any reason to be anywhere near here? Like in reference to his domain and hunting ground, how far afield is he?
Son grew up in Skokie to the north and still owns the suburban home he grew up in. However, he prefers to feed at Lakeshore Hospital and Chicago-Read Mental Health Center - hunting grounds inherited from his disappeared sire. All three locations are far from the South Side, so while his presence is suspicious, it isn't illegal.
 
Alright, I'm going to roll for hamstringing Jason Newberry.
  1. Success on the Rouse check means Artie's Hunger stays the same.
  2. Failure on the Hunger die.
  3. Two successes on the regular dice. Let's hope the Willpower reroll can bring us to three.
  4. A grand total of four successes cripples Jason Newberry and leaves us with one extra success.
From here, we add the knife's weapon rating of +2 for a total of three Superficial damage. Since our target is a vampire, we halve the three damage and round up. Thus, Jason Newberry suffers two points of Superficial damage.
Rogue Attican threw 1 10-faced dice. Reason: Rouse Check Total: 7
7 7
Rogue Attican threw 1 10-faced dice. Reason: Hunger Dice Total: 2
2 2
Rogue Attican threw 6 10-faced dice. Reason: Normal Dice Total: 28
1 1 9 9 4 4 2 2 7 7 5 5
Rogue Attican threw 3 10-faced dice. Reason: Willpower Reroll Total: 18
9 9 1 1 8 8
 
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It was a decent success. Could've been better, but we got the main thing we wanted.
True, and looking on the bright side we dealt 2/5 point of damage we could have theoretically dealt.
roundup((7 success + 2 damage - 3 DC) / 2) = 3

…Assuming we didn't somehow get 5 critical success. But such a bout of good luck would surely be an ill omen.
roundup((20 success + 2 damage - 3 DC) / 2) = 10

Edit: Assuption-all success are 10's.
7 10's = (3 Crit pairs * 4) + 1 success => roundup((13 success - 3 DC + 2 damage) / 2) = 6 superficial damage
 
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True, and looking on the bright side we dealt 2/5 point of damage we could have theoretically dealt.
roundup((10 success + 2 damage - 3 DC) / 2) = 5

…Assuming we didn't somehow get 5 critical success. But such a bout of good luck would surely be an ill omen.
roundup((20 success + 2 damage - 3 DC) / 2) = 10
Remember that a critical requires rolling a pair of tens. With a pool of seven dice, the most Artie could hope for was thirteen successes - three pairs of ten plus one success.
 
Remember that a critical requires rolling a pair of tens. With a pool of seven dice, the most Artie could hope for was thirteen successes - three pairs of ten plus one success.
Thanks for the correction I see the problem now.
I think… this is right.

Edit: Assumption-all success are 10's.
7 10's = (3 Crit pairs * 4) + 1 success => roundup((13 success - 3 DC + 2 damage) / 2) = 6 superficial damage
 
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Edit: Assuption-all success are 10's.
(10 success - 3 DC) => 7 10's = (3 Crit pairs * 4) + 1 success => roundup((13 success + 2 damage) / 2) = 8 superficial damage
Where are you getting the pool of ten dice from? Artie's Dexterity gives them four dice, plus Artie's Melee adds another die, and Blood Surge adds two more for a total of seven. Spending Willpower only rerolls failures - it doesn't make the pool any bigger.
 
Where are you getting the pool of ten dice from? Artie's Dexterity gives them four dice, plus Artie's Melee adds another die, and Blood Surge adds two more for a total of seven. Spending Willpower only rerolls failures - it doesn't make the pool any bigger.
You're right, my mistake. I miscounted, we rolled a total of ten dice for this check but that was because of failures. I had 10 on the brain and messed up.
 
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Alright, now it's Newberry's turn. He shall strike back at Artie with a Dexterity + Melee roll against a Difficulty of 2, and he'll use Blood Surge and Willpower to maximize his chances. He'll then roll another Rouse check to heal the Superficial damage on his Health tracker, but he'll still retain his leg injury.
  1. Success on the Rouse check means no increase in Hunger.
  2. Failure on the Hunger die.
  3. Given the potency of his Blood, Newberry rolls seven dice and scores five successes.
  4. Son spends Willpower to reroll the two failures and gains another success.
  5. Subtracting the Difficulty number from Son's six successes, we get four points of Superficial damage that are then halved.
  6. Finally, Son fails the Rouse check to heal his wounds, raising his Hunger to 2.
Artie now has two points of Superficial damage on his Health tracker, while Son is back at full health.
Rogue Attican threw 1 10-faced dice. Reason: Rouse Check Total: 10
10 10
Rogue Attican threw 1 10-faced dice. Reason: Hunger Dice Total: 2
2 2
Rogue Attican threw 7 10-faced dice. Reason: Normal Dice Total: 41
8 8 9 9 1 1 3 3 7 7 6 6 7 7
Rogue Attican threw 2 10-faced dice. Reason: Willpower Reroll Total: 10
7 7 3 3
Rogue Attican threw 1 10-faced dice. Reason: Rouse Check Total: 2
2 2
 
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Hm. Hm. I see.

We may, perhaps, just maybe, made a mistake.
Maybe. Maybe. But the way I see it, we're about even in our skill to inflict harm on each other. Which makes me think it's a game of attrition, who can last longer or who escapes first. If I have the numbers right, we will both be inflicting 1-3 point of superficial damage each turn, and we can both heal at least two points of superficial damage.

This is under the assumption the difficulty remains at 3, now that he's aware of us and doesn't drop lower. If it does than we will statistically be able to inflict more damage than him.
 
Family Ties 10.08
[X] [SON] Time to stick Jason Newberry with the pointy end.
-[X] Called shot to the leg to cripple him. (Difficulty 3)
-[X] I'll activate Blood Surge to add two dice to my roll.
-[X] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

As you unsheathe your knife, you consider how best to use it. The obvious answer would be to stab Jason Newberry from behind, but while a knife between the ribs might be enough to kill an ordinary person, your target is Kindred. Even without the supernatural fortitude of Clan Gangrel or Ventrue on his side, the Primogen of Clan Malkavian won't go down without a fight. Thus, you decide that if it's impossible to finish things in one shot, the next best thing would be to ensure that you at least have the upper hand.

You go for the legs - specifically, the hamstrings at the back of the thighs. While there's only so much damage you can do within the split second of an ambush, you can at least prevent Newberry from escaping on foot. The peaceful suburban night is pierced by Newberry's cry of pain as your blade suddenly slashes across the back of Newberry's right thigh. As he drops to one knee, he swivels his head to gaze at his attacker, and you find yourself face-to-face with the eyes of madness.

That moment of hesitation is all the Primogen of Clan Malkavian needs to swing his fist around. No, not his fist - a rock he must've picked up when his hands stopped him from slamming his face on the ground. The sudden hard blow to your stomach causes you to fall backward, and as you prop yourself back up, Newberry has already closed the distance by dragging himself across the pavement leading to the Kathys' doorstep with his bare hands.

From there, things devolve into an unlife-or-death struggle between two Kindred as you struggle against each other in close quarters. You seize Newberry by the wrist to stop him from braining you with his rock. Simultaneously, you bring your knife forward, only for Newberry to jerk his upper body and narrowly avoid getting stabbed or cut. Part of you can't help but wonder how ridiculous things must look from the outside: two vampires rolling around on the ground like drunkards fighting over the last drop of beer.

However, the rest of you remains far too aware that this could be the night you meet your Final Death. While Newberry may not possess any combat experience, you know from bitter experience that desperation can make even the most harmless people fight like lions. If he weren't trying to kill you, you'd be impressed at how he can still fight on, despite the severity of his leg injury. If you're going to break this stalemate and win, you'll need to figure out a new plan of attack.

The most straightforward option would be to keep doing what you're doing and attempt to stab Jason Newberry until he stops moving. While it may not end things decisively, keeping things simple is likely the surest way to victory. Then again, you could always go for a smaller, more difficult target, like the hand holding the rock Newberry's using as an improvised bludgeon. After all, not many can fight well when they've got a knife impaled through their palm.

However, your knife isn't the only weapon you have at your disposal. While you usually use your fangs to feed, they're still a mean set of chompers you can use as weapons in a pinch. So long as you don't stay stuck in for too long, there shouldn't be any risk of consuming Newberry's vitae and taking a step towards becoming the Malkavian Primogen's newest thrall.

However, sinking your teeth into an unwilling victim is much trickier than punching or stabbing someone. That said, the damage you deal with your fangs would take a long time to heal - time Newberry doesn't have right now. You could set yourself up to bite Newberry by grappling him into a chokehold, but that risks the Malkavian Primogen breaking free before you sink your teeth into him.

However, if you're truly desperate for an advantage, nothing's stopping you from shoving Newberry away and drawing your pistol. Given his leg injury, Newberry would be helpless to resist you unloading your gun's magazine into his torso. However, while your earlier struggle may not have woken the neighborhood yet, the sound of gunfire would almost certainly have the locals calling 911 to report an emergency. That said, you'd rather deal with mortal hunters in the future than meet Final Death tonight at the hands of Jason Newberry.

Lastly, there's the question of whether to heal the injuries inflicted earlier by Newberry's rock. While you're hesitant to fight at anything less than your best, mending your wounds means tempting the Beast. The more your Hunger grows, the less sure you are in your ability to control yourself.

In the end, you have decisions to make, and quickly. You'll need to decide on your attack and whether to mend your wounds using the power of your vitae. The safety of Kathy's family rests in your hands.

[ ] [ATTACK] There's no time for fancy knifework. I need to bring as much pain down on Son as possible.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Dexterity + Melee (Difficulty: 2)

[ ] [ATTACK] I'll target the hand holding the rock. That should help put a stop to Newberry's attacks.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Dexterity + Melee (Difficulty: 4)

[ ] [ATTACK] I'll sink my fangs into Newberry to deal Aggravated Damage.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Strength + Brawl - 2 (Difficulty: 2)

[ ] [ATTACK] I'll go for the grapple to set myself up for a bite attack.
Automatic Success

[ ] [ATTACK] The risk of waking the neighborhood is worth being able to use my gun.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Composure + Firearms (Difficulty: 1)

[ ] [MEND] Yes. I'll call upon the power of my Blood to mend my wounds.
[ ] [MEND] No. I can make it through another round without needing to heal.
 
This was an awesome if brief update! So we're at a bit of an impass and need to make a game plan. I'm gonna figure out all the dice for the option and double check to make sure my math is right. I hope Kathy's relatives don't have a garden, because if they do we're probably gonna ruin it.

…Wait a second….

Are there any Lawn Gnomes around?

I'm stuck in traffic. Please save her.

Your fingers trace the outlines of the weapons concealed on your person. Expecting Kathy to arrive on time from downtown was a long shot at best, but at least she's been made aware of what's happening.
If does become a war of attrition, Kathy may ironically show up. Still doubtful though.
 
While it would be hilarious to bludgeon Newberry into torpor with a garden gnome, I'm going to say no to keep the number of tactical options reasonable. You have enough comparisons to make already.
You caught on very fast! 😝
It's okay, I was only joking. 🙃 if we get to many options the thread might suffer decision paralysis again.
 
Okay, I think these numbers are accurate. If anyone finds an inconsistency let me know and I'll fix it.
These calculations do not account for critical successes.

[ ] [ATTACK] There's no time for fancy knifework. I need to bring as much pain down on Son as possible.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Dexterity + Melee (Difficulty: 2)

roundup((5 rolls + 2 damage - 2 DC) / 2) = 1-3 superficial damage at most
—roundup((7 rolls + 2 damage - 2 DC) / 2) = 1-4 superficial damage at most
—roundup((7-10 rolls + 2 damage - 2 DC) / 2) = 1-4 superficial damage at most

[ ] [ATTACK] I'll target the hand holding the rock. That should help put a stop to Newberry's attacks.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Dexterity + Melee (Difficulty: 4)

roundup((5 rolls + 2 damage - 4 DC) / 2) = 1-2 superficial damage at most
—roundup((7 rolls + 2 damage - 4 DC) / 2) = 1-3 superficial damage at most
—roundup((7-10 rolls + 2 damage - 4 DC) / 2) = 1-3 superficial damage at most

[ ] [ATTACK] I'll sink my fangs into Newberry to deal Aggravated Damage.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Strength + Brawl - 2 (Difficulty: 2)

roundup(((5 - 2)rolls - 2 DC) / 2) = 2 Aggravated damage on success
—roundup(((7 - 2)rolls - 2 DC) / 2) = 2 Aggravated damage on success
—roundup(((7-10 - 2)rolls - 2 DC) / 2) = 2 Aggravated damage on success

[ ] [ATTACK] The risk of waking the neighborhood is worth being able to use my gun.
-[ ] I'll make a Rouse check to add two dice to my roll.
-[ ] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Composure + Firearms (Difficulty: 1)

roundup((4 rolls + 3 damage - 1 DC) / 2) = 1-3 superficial damage at most
—roundup((6 rolls + 3 damage - 1 DC) / 2) = 1-4 superficial damage at most
—roundup((6-9 rolls + 3 damage - 1 DC) / 2) = 1-4 superficial damage at most
 
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I think we should go for the Bite Attack, 2 points if Aggravated damage is a significant blow. The average Vampire isn't built like a Wight and the average Malkavian usually isn't stated like a Tank. So this will be damage he, one, can't heal and two make all the easier to inflict physical impairment condition on him. We don't necessarily have to drink from him if we succeed there are pros and cons. But at the moment, I'm thinking we should handicap him further.

So I have two plans, the Fast & Risky or the Slow and Steady.

[X] Fast & Risky
-[X] [ATTACK] I'll sink my fangs into Newberry to deal Aggravated Damage.
--[X] I'll make a Rouse check to add two dice to my roll.
--[X] I'll spend a point of Willpower to reroll up to three dice unaffected by my Hunger.

Strength + Brawl - 2 (Difficulty: 2)
-[X] [MEND] Yes. I'll call upon the power of my Blood to mend my wounds.

This plan has us putting several eggs in a single basket with a high chance of success and immediate payoff. This will leave us with 2 unspent Willpower and between 1-3 Hunger Dice.

[X] Slow & Steady
-[X] [ATTACK] I'll go for the grapple to set myself up for a bite attack.

Automatic Success
-[X] [MEND] Yes. I'll call upon the power of my Blood to mend my wounds.

This plan involves attempting to first Grapple Son hold him until our next turn and then we get access to a Bite Attack without the -2 penalty. The Grapple checks will use Strength+Brawl, the first one to see if we catch him, the second is a contest between Artie and Son. Given Son's Melee roll he's probably just as strong as Artie assuming he has melee 2. But given he picked up a rock at all probably indicates he has a lower Brawl skill. I won't explore or explain more as that would require meta-knowledge on Son's character.
Depending on further rolls this will leave us with 3 unspent Willpower and between 1-2 Hunger Dice.

Mending for both Plans because the Impairment condition is Nasty and Son might get even a higher number of successes.
 
[X] [ATTACK] I'll go for the grapple to set myself up for a bite attack.
Automatic Success

I don't think we should heal. As our Hunger goes up, our Willpower becomes less effective and our odds of a Bestial Failure go up, so we should only heal if we need to. Son rolled above average and hit us with 2 superficial damage, and we can take another hit like that without penalties. If he damages us again, we heal, but until then, it's not really necessary.

I really think we should go for the grapple first, because after that, biting becomes an automatic success. Between that and healing, we'll be guaranteed to win the attrition war.

Incidentally, I found a cool thing that isn't appropriate for this situation but might be useful in a future encounter.
V5, page 208
Freja narrates how her character jumps her opponent and heedlessly grapples him, intending to snap his head in a sudden rage. She fails to spot his gun and he gets a shot off in her face, causing her to suffer a point of aggravated damage (burnt by muzzle flash), and throwing her to the ground.
So if we were to grapple a Kindred and unload on them at touch range, we could opt to deal aggravated damage from the muzzle flash. Lower damage floor compared to biting, but I think a higher ceiling.
 
So if we were to grapple a Kindred and unload on them at touch range, we could opt to deal aggravated damage from the muzzle flash. Lower damage floor compared to biting, but I think a higher ceiling.
It's a very interesting idea. Never occurred to me that you could use the muzzle flash as a jury rigged source of flames. Though we should wait for Rogue to chime in on this.

I don't think we should heal. As our Hunger goes up, our Willpower becomes less effective and our odds of a Bestial Failure go up, so we should only heal if we need to. Son rolled above average and hit us with 2 superficial damage, and we can take another hit like that without penalties. If he damages us again, we heal, but until then, it's not really necessary.

I really think we should go for the grapple first, because after that, biting becomes an automatic success. Between that and healing, we'll be guaranteed to win the attrition war.
Your logic is sound and we lose nothing besides having the fight prolonged a little bit more.

If we successfully grapple him, Son will likely either try to break free or cause us damage. I.E. Smash the rock into our ribcage or something. That would probably deal 1-2 points of superficial damage.

[X] [ATTACK] I'll go for the grapple to set myself up for a bite attack.
Automatic Success
 
So if we were to grapple a Kindred and unload on them at touch range, we could opt to deal aggravated damage from the muzzle flash. Lower damage floor compared to biting, but I think a higher ceiling.
It's a very interesting idea. Never occurred to me that you could use the muzzle flash as a jury-rigged source of flames. Though we should wait for Rogue to chime in on this.
I'll allow mundane firearms to deal Aggravated damage when rolling Strength + Firearms. However, I'll probably cap the Aggravated damage at one point so that more specialized equipment like flare guns and dragon's breath ammunition remain relevant against vampiric threats.
 
I'll allow mundane firearms to deal Aggravated damage when rolling Strength + Firearms. However, I'll probably cap the Aggravated damage at one point so that more specialized equipment like flare guns and dragon's breath ammunition remain relevant against vampiric threats.
That's what I was thinking too, when I read that quote from Andres. A single point of aggravated damage is only situationally stronger than the superficial damage the gun could otherwise be. So mechanically it sounds like it works well as an alternative to low damage attacks but becomes obsolete if you start increasing Strength and Firearm.
 
I'm an attempt to stir up a bit of conversation, I have a question for y'all. If you can take a look at the Khalid Al-Rashid Loresheet in the 'Chicago Folio' VTM book, specifically the 2 dot advantage called 'Deadly Stroke'.

From a narrative standpoint it's really interesting as it can add to a characters Lore. But the advantage seems very underwhelming. Now maybe I'm just misunderstanding it, but it sounds like for 6 XP you can add 3 dice to a melee sword attack once per campaign.

Is this correct or am I just mixing up my table top game terminology?
 
You're correct, and it's awful. I believe it was meant to be a per story thing.
See I thought I was misreading it because that sounds really bad. If it was once per story arch, or whatever the correct term is, it would be situation but for 6 XP you get your money's worth. On average that's 1 more success and 1 more point of superficial damage for an attack. It be a great buff for a crucial call shot as it mitigates the -2 penalty.
 
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