johnmeier: Camarilla: MEP 1.0

White Wolf: Mind's Eye Playground 1.0
 

Random Number Generation (Finger Throwing):

Random numbers in this system are determined by a very simple mechanism. Two different people throw out a number of fingers between 1 and 10 at the same time. Then, the numbers are added up. If the number is greater than 10 (11 – 20), subtract 10 from the result.

Degree of Success:

Sometimes it only matters whether or not an action is successful. In this case of degree of success does not matter. But, when it is important to know how well something was done, then degree of success matters.

If the number thrown is exactly equal to the target number, then the degree of success is 1 (one). If the number thrown is higher than the target number, the degree of success is equal to:

Number thrown – target number + 1.

If the Degree of Success is higher than the Ability Total, then it is only Ability Total.

Rule of One:

If a one is ever thrown, the challenger botches. The single exception to this rule is if the target number was 2. In this case, the first time, EACH SCENE, the aggressor throws a one with a target number of 2, the challenger simply fails. Any time after that, in the same scene, the challenger botches.

Botch:

When someone botches, there are two options. First, if it is an opposed challenge, both players in the challenge may agree to the effects of the botch. If it in no opposed, or the players can not agree, an ST will decide the affects of the botch. Normally a botch will give penalties to future challenges for the character botching.

Rule of Ten:

Sometimes, the highest possible degree of success is between 0 and 4 (when the target number is 7 or more). When a 10 is thrown in these circumstances, it is possible to get a higher degree of success than normal. If the Ability Total of the challenger is higher than the degree of success, another throw is made. In this throw, both people may only throw up to as many fingers as the Ability Total (or 5, whichever is lower). [Similar to normal throws, if the combined total is greater than this number, subtract this number to get the result.] If the degree of success is less than this number, this number is treated as the degree of success instead.

Rules of One and Ten in Opposed Challenges:

In an Opposed Challenge, the Rule of One is treated like the Rule of Ten and vice versa for the DEFENDER. In the case of the Rule of One, it applies for the defender when the target number is 10 and a 10 is thrown. In the case of the Rule of Ten, it applies for the defender when the target number is 5 or less and a 1 is thrown.

Challenges:

Opposed:

Description: An opposed challenge is one where two individuals (or more) are attempting complete opposing actions. Common examples are trying to hit someone with a weapon, get the best deal in a bargain, or win a game of chess.

Step 1: Determine which attribute and ability is appropriate for each person in the challenge. Often this is obvious (eg. Dex + Brawl vs. Dex + Dodge).

Step 2: Decide who is the "aggressor". In some situations this can be arbitrary, in others it is obvious. Whoever is not the "aggressor" is the "defender".

Step 3: Determine the target number. This is simply 6 + Defender's Ability Total (attribute + ability) – Aggressor's Ability Total.

Step 4: Subtract any penalties the Defender has from this number and ADD any penalties the Aggressor may have (eg. if the aggressor were blind, the target number would be INCREASED by 3). If the target number is less than 2, it is 2. If it is greater than 10, then it is 10.

Step 5: Throw fingers (as described earlier).

Step 6: If the number thrown was greater or equal than the target number, the aggressor won. If it was less, the defender won. Apply results as appropriate. If the degree of success matters and the defender won, subtract the number thrown from the target number to determine this.

Unopposed:

Description: An unopposed challenge is one where a character is attempting an action that is simply the challenger vs. their surroundings. Common examples include trying to pick a lock, run an obstacle course, ace a test, or look good for a camera.

Step 1: Determine which attribute and ability is appropriate for the challenger (not always obvious and usually requires an ST).

Step 2: Determine the difficulty of the action (requires an ST usually).

Step 3: Determine target number. This is simply (Difficulty * 2) – Ability Total.

Step 4: Add penalties to target number. Subtract bonuses (eg. aiming). If the target number is less than 2, it is 2. If it is greater than 10, it is 10.

Step 5: Throw fingers (as described earlier)

Step 6: Determine results. If the number thrown was equal or greater than the target number, the challenger succeeded. Often, the degree of success matters.

Automatic Success:

This can only be applied when a challenge is Unopposed. If the character’s Ability Total is higher than the Difficulty, the player may choose to take an automatic success. In this case, the success is deemed to have a degree of success of 1.

Extended:

An extended challenge is done exactly like a normal challenge, except it does not end until the total degree of success for a single person in the challenge is equal to some target degree of success. Each challenge is a round and the degree of success from that round is added to the previous degree of success to get a total. If any challenge is botched, the total is reduced to 0. A failure just indicates the degree of success does not increase.

Examples:

Example #1:

Gouge is trying to hit Dewey with a baseball bat. Dewey is trying to dodge. This is an opposed challenge. For ease of understanding, Gouge will be the aggressor and Dewey the defender.

Gouge has a dexterity of 2 and a melee of 4. His Ability Total is 6.

Dewey has a dexterity of 4 and a dodge of 3. His Ability Total is 7.

6-6+7 = 7

The target number for Gouge is 7.

They throw fingers. Dewey throws 8 fingers and Gouge throws 4 fingers. 8+4 = 12. Because this is higher than 10, 10 is subtracted from the number. 12 – 10 = 2.

Since 2 is less than the target number, Gouge missed.

If Gouge had thrown 3 fingers instead, the total would have been 11, therefore 1. In this case, he would have botched, losing his balance and dropping the baseball bat (a bad situation to be in after pissing off a Tremere).

Example #2:

Victor is trying to use Entrancement on Petey (for God knows what reason). Victor is aggressor and Petey defender (this could be reversed, but then Victor would need a low number to succeed without changing the mechanics).

Victor has an appearance of 4 and an empathy of 1. His Ability Total is 5.

Petey has a willpower of 7. His Ability Total is 7.

6-5+7 = 8 The target number for Victor is 8.

The throw fingers and the total is 10. His degree of Success was 3, but he has an Ability Total of 5. Because of this, the Rule of 10 is applied. Victor and Petey once again throw fingers (but this time they can only throw between 1 and 5). Victor throws a 2 and Petey throws a 2 as well. The total is 4. Since this is higher than his initial degree of success, Victor has a degree of success of 4.

Victor has successfully Entranced Petey. Suddenly Petey really likes Uncle Victor and will continue to like him for the next month (4 successes).

Example #3:

Larry wants to get through a locked door. Surprisingly, he keeps his temper and attempts to pick the lock.

The ST determines the lock to be pretty good and gives a difficulty of 7.

Larry has a Wits of 1 and a Streetwise of 2. His Ability Total is 3.

7*2 = 14. 14 – 3 = 11. WOW! This dropped to 10, because it is higher then 11.

Fingers are thrown and unsurprisingly Larry fails (a 3 was thrown).

Frustrated, Larry hauls back and punches the door.

The door is only made of wood and the ST gives this a difficulty of 5.

Larry has a strength of 4 and potence of 5. His Ability Total is 14!!! (Potence acts as double strength)

Rather than do the challenge, he takes the automatic success. Since this is only a simple success, some bits of door are still hanging to the frame, but the rest is pulverized on the other side of the room.

Had he not taken the simple success, the difficulty would be 2. 5*2 – 14 = -4, increased to 2.

Even if he somehow failed (threw a one), this being the first challenge with a difficulty 2 he failed this scene it would only be a failure, not a Botch.

Systems:

Discipline Use:

The use of most disciplines are obvious unless otherwise stated in the description. A failed attempt to use a discipline is only as obvious as a successful attempt. If a discipline use is botched, the target is ALWAYS aware that the character attempted to use a discipline on them, though they may not know which one.

Drinking Blood:

One point of blood is drunk per round (or round of celerity). Any mortal (including ghouls) is affected by the Kiss and will not resist once drinking has begun.

Blood Point Chart:

Source         Pool Size
Lupine         25
Human        10
Child           6
Cow           5
Dog            2
Cat             1
Plasma Bag 1
Rat             ½
Bird            ¼

Every point of blood removed from a creature, does a health level of damage. Any creature dropped to less than half it’s blood will die without medical attention.

Health Levels:

Bruised: no penalty.

Hurt: -1 penalty to all throws.

Injured: -1 penalty to all throws.

Wounded: -2 penalty to all throws. Loses half move per round. Does 1 less damage.

Mauled: -2 penalty to all throws. May only move one step per round. Does 1 less damage.

Crippled: -5 penalty to all throws. May not move in combat. May only move at slow walk outside of combat. Does 2 less damage.

Incapacitated: Cannot move or fight. Loses all challenges.

*Note- If the wound penalty (#) is greater or equal to the Ability Total, a character may not attempt that action.

Diablerie:

Step one: Remove all blood from vampire (this is normally done by drinking it).

Step two: Drink away all remaining health levels. This is an extended unopposed test using strength as the Ability Total and the difficulty is 9. The target degree of success is the remaining health levels. Botches and failures have no effect on this test.

Step three: Once all health levels are removed, the soul is drunk. This is automatic, but the character must make a Conscience test against a difficulty of 10. After the test, the Vampire’s generation is lowered by one, assuming the diablerized vampire was of lower generation than the diabolist.

Spending Willpower:

Willpower can be spent in the following ways:

-to ignore the effects of Rotschreck for a round

-to ignore the effects of a Derangement for a scene

-to decrease the target number of an action by one (increase it for the defender in an opposed challenge). This must be done before the throw is made. If successful, the degree of success is considered one higher than it actually was (this applies to applications of the Rule of 10 too) and may be one higher than Ability Total.

-to cancel the effects of some disciplines (as described in discipline description)

Spending Blood:

Blood can be spent in the following ways:

-to heal a non-aggravated wound level

-to increase any physical attribute by one for the remainder of the scene

-to power a discipline

Multiple Actions:

A character may do more than one action in a round. There are a number of ways to do this. First, a character may do one extra unpenalized action for every dot of celerity they have (assuming they pay the blood cost).

Second, a character may split their actions. To split an action, the character takes the lowest Ability Total and divides that number among all the actions he wishes to perform.

Initiative:

A character’s base Initiative is his Wits + Alertness. This is reduced by his current wound penalty (since Initiative is comparative, negative numbers are fine here). At the beginning of a combat round, all characters throw a number and so does the ST (an ST is not necessary, any player not involved in the combat is fine). All characters determine their random number (based on their throw and the ST’s throw). This number is added to the base Initiative to determine the final Initiative for the round.

Character’s announce their intent from lowest to highest, then act from highest to lowest. Any character with a final Initiative that is not positive, does not act that round.

If a character is using celerity, the ST may choose to run the scene one of two ways (players without an ST must always use the first way).

    1. Each round of celerity (the first round is round zero), character’s announce their intent from lowest to highest initiative, if they have an action that round. Then the round is resolved from highest to lowest initiative.
    2. Each player with celerity, divides their Initiative total by their number of actions. This number is the Time Between Actions (TBA). The character acts at their Initiative Total (IT), IT – TBA, IT – (TBA*2), etc. until this number equals 0. They do not act at 0.
Example: Damien has a Celerity of 4, giving him five actions. His IT is 15. 15/5 = 3, which is his TBA. Damien acts at 15, 12 (IT – TBA), 9 (IT – TBA*2), 6(IT – TBA*3), and 3 (IT – TBA*4). He does NOT act at 0 (IT – TBA*5). This means that when declaring actions, he must declare at 3,6,9,12, and 15 and that he resolves at each of those times too. Movement:

A character may take up to six steps in a round and still do any action. If any action is attempted except for dodging, a penalty of 1 to the target number is applied per step AFTER the first. A character may move up to 10 steps + 1 per dot of Dexterity and still attempt to Dodge. A penalty of 1 to the target number is applied per step beyond 6. A character may run up 16 + (3*Dexterity) steps, but may not perform any actions.

Using Abilities:

A character may attempt any ability that uses a Talent whether or not they have the Talent.

A character may attempt any ability that uses a Skill. If the character does not have the skill, a penalty of 1 is applied to the target number.

A character may only attempt an ability that uses a Knowledge if they possess at least one dot in the Knowledge.

Jumping:

A character can jump vertically 2’ * Athletics + Strength + Potence.
A character can jump horizontally 4’ * Athletics + Strength + Potence.

Combat Penalties:

Changing action:             1
Long-Range:                  1
Target Prone:                 1
Target w/ Partial Cover:  2
w/ Good Cover:             3
w/ Nearly Full Cover:     4
Moving:                         1
Aimed Shot:                   2
Full-Auto:                      3
Three Round Burst:        1
Spray:                            1 per extra target (up to 5)

Combat Bonuses:

Target Immobilized:              2
Point-Blank (Melee Range):  2
Aiming:                                 1/round (max Perception)
Scope:                                  2

*Note- These Penalties and Bonuses apply to both sides. If the defender and aggressor are both moving, they both receive a penalty of 1 (which would cancel out). Also, if the target was immobilized behind a car (Good cover), the aggressor would receive a penalty of three and a bonus of two, for a final penalty of 1.

Soak:

Soak is equal to Stamina + Fortitude + Armor / 2. Soak is subtracted from all Bashing and Lethal Damage before it is applied. If this reduces the damage to 0 or less, no damage is taken. Aggravated Soak is equal to Fortitude + Armor / 2. This subtracted from Aggravated Damage before it is applied. If this reduces the damage to 0 or less, no damage is taken.

Bashing Damage:

Bashing damage is done by any punching, kicking or clubbing attack. Also, firearms do bashing damage to vampires. Bashing damage does not affect vampire as much as Lethal Damage. After soak is applied, divide any bashing damage by 2, rounding down (1 rounds to 0). This is the actual amount of damage taken the by vampire.

Full-Auto:

A weapon on full auto does 5 more damage than usual and the entire clip is used up.

Three Round Burst:

A three round Burst does 2 extra damage.

Spray:

Spraying does an extra five damage spread evenly between the number of targets. If it does not divide evenly, the extra damage goes to the earliest targets hit.

Weapon Chart

Type             Penalty     Damage

Lt. Revolver     0                2
Hvy Revolver   0                3
Lt. Pistol          0                2
Hvy Pistol        0                3
Rifle                 1                4
SMG               0                2
Assault Rifle     1                4
Shotgun            0                4
Crossbow        0                3

Club                 0         (STR+1)/2
Knife                0         (STR+1)/2
Sword              0         (STR+4)/2
Axe                  1         (STR+5)/2
Stake                0        (STR+2)/2

Bite*                 0         STR/2
Punch                0         STR/2
Grapple**         0         0 or (STR/2)
Claw                 0         STR/2
Kick                 1         (STR+1)/2

*Bites can only be attempted after the victim is grappled
**Grapples do no damage on the first round

Damage and Degree of Success:

The Damage from any attack is increased by (Degree of Success/2). This number is rounded down (so if the Degree of success is 1, no extra damage).

Armor:

Armor can cause a penalty to any action that uses Dexterity.

Type                                 Rating Penalty

Reinforced Clothing/Leather  1         0
Kevlar/Chain Mail                 3         2
Combat Armor/Plate             6         4