LGWI - VtM Redemption // 16 (Stephansdom Church)

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In the Revised Edition ruleset, it is *immensely* difficult for vampires to operate during the day. I'll provide actual rule excerpts in the video description; just keep in mind this game is merely BASED on the ruleset. Obviously, the Storyteller and Player are deploying the Rule of Cool. Because I do like the concept of this mission. Just, uh, not with this pathfinding.

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Awakening [Perception, Humanity/Path]: 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 or Path 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 or Path rating.

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Sunlight, even more than fire, is deadly to vampires. Even diffuse sunlight running through a heavy curtain can cause burns, and direct sunlight sears to ash all but the most powerful vampires. Unless a character has Fortitude, the rays of the sun cause burns. Characters with Fortitude (and only characters with Fortitude) may attempt to soak sun damage, using a soak dice pool equal to the level of the Discipline. The difficulty to soak the damage depends on the intensity of the light, while the amount of damage taken depends on the amount of protection between the vampire’s skin and the sunlight.

No part of a vampire is immune to the rays of the sun. Any character looking into direct sunlight is blinded instantly, her retinas burned by the illumination. Fortunately for vampires, the light reflected from the moon is not strong enough to inflict any serious damage, though some suffer the equivalent of mild sunburn if they are exposed to the light of a full moon and aren’t wearing any protective gear.

As with fire, sunlight inflicts automatic damage per turn unless soaked.

Soak Difficulty:
3
- Faint light coming through a closed curtain; heavy cloud cover; twilight
5
- Fully protected by heavy clothes, sunglasses, gloves, and a wide-brimmed hat
7
- Indirect light coming through a window or light curtains
9
- Outside on a cloudy day; hit by one ray of direct light; catching the sun’s reflection in a mirror
10
- Direct rays from an unobscured sun

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Certain attacks are anathema to the undead. Fire and the rays of the sun inflict terrible wounds on the undead, as can the teeth and claws of other vampires (and werewolves or other supernatural creatures).

As mentioned, each level of aggravated damage should be marked with an “*” on the Health chart. Aggravated damage may not be soaked except with the Discipline of Fortitude. Moreover, aggravated damage is far more difficult to heal. A level of aggravated damage may be healed only with a full day of rest and the expenditure of five blood points (though a vampire may, at the end of the full day’s rest, cure additional aggravated health levels by spending an additional five blood points and one Willpower point per extra aggravated health level to be healed). Worst of all, a vampire who loses his last health level due to aggravated damage meets Final Death — his eternal life ends at last, and he goes to
whatever awaits him beyond the grave.

Mortals may ignore sunlight, but still take damage from fire, fangs, and claws. Aggravated damage to mortals is treated as lethal wounds instead.







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Vampire: The Masquerade – Redemption
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Vampire: The Masquerade
Redemption
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Grimith