Combat and System
Initiative As per the V20 rules, initiative is a set number equal to Dexterity + Wits, with Celerity added in. Celerity level breaks ties. Potence breaks ties when Celerity doesn’t work. You can hold an action for the first round of combat and re-enter combat at the ‘top’ of the initiative order – you can’t really hold actions, though, since anyone you’d respond to would act before you anyway.
Split Actions: In contrast to the book, this is how splitting actions works. Take the smallest dice-pool you’ll be using for a physical action, and subtract a number of dice equal to the total number of actions you’re taking. Roll the remaining dice pool for the first action, then that pool -1 for the next, until you’re done.
Note – if you are activating Celerity, you cannot split your first action. This is to avoid characters with high Celerity and large dice-pools from having 10 actions in a round.
Example: You want to dodge and then attack someone. Your dodge pool is 6 dice and your attack pool is 7. You take the 6 dice, subtract 2, and then roll 4 dice for the dodge (your first action) and then three dice for the attack (your second action)
Dodge Everything: You can roll Dex + Athletics at a difficulty of 6 + the number of attackers to dodge all attacks from all sources in a given round. Successes rolled count against all attacks that round.
White Phosphorus Ammunition: I checked the WW forums, and there aren’t set rules for how incendiary rounds work. I did a little research, and this is what I think makes sense. White phosphorus rounds explode on impact with a flash of bright light and a shower of burning sparks. This would cause initial burning damage, damage from a continued burn, a risk of the WP igniting anything nearby, and the effects of the bright fiery flash. First, the bullet does regular damage. This just seems fair. Separately, the WP burns similar to a ‘campfire’ in the Lure of Flames description, so 2 health levels, diff 5 to soak with Fortitude. Lastly, everyone who sees the round go off has to make a fear-frenzy check at difficulty 6 (bonfire). The person doing the shooting, and possibly close allies, can make this at a difficulty of 5 after they’ve done it a few times. If the fire damage is fully soaked, then the target is not ignited. If the soak fails (or they have no Fortitude) then it burns for one more round (1 health level, diff 4 to soak). If the soak botches, they are set on fire and have to put themselves out. Anyone near the target also needs to soak 1 health level at difficult 3 with Fortitude as they are showered with burning WP.
Torpor: Unlike what is in the book, my house rule makes it harder to go into torpor. You have to lose all health levels to lethal damage and also lose all blood in your body. Damage that goes beyond your Incapacitated health level blasts blood out of your body.
Melee Weapon Damage:
Knife, Stake, Straight Razor = 1
Sword, Hand Axe = 2
Axe, Large Sword = 3
Ranged Weapon Damage:
Silenced weapon (-1 or -2 damage)
Light Pistol, Light Revolver, SMG = 4
Heavy Pistol, Crossbow = 5
Heavy Revolver = 6
Assault Rifle = 7
Rifle, Shotgun, Semi-Auto Shotgun = 8
Diablerie: is sort of complicated in the book, but I like it to be simpler. Once a vampire has absorbed as much lethal damage as they can and is out of blood, if you drain them for more blood, you begin to diablerize them. At this point, you roll a simple contested Willpower roll.
Diablerist wins: you gain the benefits and maybe a minor derangement that is temporary
A tie, or close: you gain slightly less benefit and a more serious derangement
Victim wins: you gain little benefit, and multiple derangements.
In all cases, diablerie is potentially addictive, is the most pleasurable thing you’ve ever exprienced, and is a Humanity 1 path sin.