Executing a mortal with a sword starts investigations. Clawing someone to ribbons shakes the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Of course, this Skill doesn’t include heavy artillery such as mortars or tank guns. However, someone skilled in Firearms can clean, repair, recognize and, of course, accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).

Possessed by: Sabbat, Policemen, Military Personnel, Survivalists, Hunters

Specialties: Fast-Draw, Gunsmithing, Pistols, Sniping, Revolvers, Shotguns

●○○○○ Novice: You had a BB gun as a kid.
●●○○○ Practiced: You while away the occasional hour at the gun club.
●●●○○ Competent: You’ve survived a firefight or two.
●●●●○ Expert: You could pick off people for a living.
●●●●● Master: You’ve been practicing since the debut of the Winchester.


Monomacy is the method for handling grevances among vampires, (specially Sabbat vampires in the modern nights). It allows vampires to challenge each other in duels to settle their differences. The duel is usually fought to Final Death. Thus, Monomacy in the Sabbat is a way of maintaining strong leadership in the sect.


It is inevitable that, among vampires as headstrong and violent as those of the Sabbat, differences will occur. While vast majority of these conflicts are handled with all civility and reason a Sabbat can muster, some grievances are so deep as to warrant a more serious solution. When two (or more) Sabbat are unable to come to a resolution, the ritus of Monomacy serves to settle things.

To the uninitiated observer, Monomacy looks like a simply duel to the death. In truth it is a good deal more. Monomacy serves the Sabbat as the ultimate evolutionary tool: by culling their ranks of those who are incompetent, the sect grows stronger.

Monomacy is accorded a sacrosanct status amoung the vampires of the Sabbat, who recognize that without strong leaders, their struggle against the Antediluvians amounts to nothing. Additionally, the winner of the Monomacy typically Diablerizes the loser.

Rules of Engagement

Monomacy is usually practiced by only ranking members of packs. Many young Sabbat are too violent and hotheaded to recognize the gravity of ritual combat to the death, and would resort to it everytime a packmate took blood from a vessel they decided they liked. As such, this ritus is conducted by the pack priest, to whom the challenge is issued simultaneously with the challenge to the rival.

The Pack Priest then decides whether or not the grudge is worth Monomacy, and whether or not she chooses to preside over the ritual.

Should the priest deem the cause worthy, the challenged vampire still may decline. In theory, there is nothing wrong with declining a challenge, but unless the challenger is of such little consequence as to be below the challengee’s notice, declining usually involves a great loss of face. ( and perhaps an unsanctioned duel afterwards). If those who pursue the Monomacy hail from different packs, it may be neccessary to involve a neutral third party, such as another pack’s priest or even the bishop or archbishop.

Many Sabbat issues are resolved this way, and to the victor usually go the spoils. Pack members who wish to challenge their Ductus position, Sabbat who take umbrage with their Bishop’s leadership and rival pack priests with claims to each other’s established areas of influence have all used Monomacy to settle their disputes.

The challenger decides time and location of the duel.

The challenged decides whether or not weapons will be used and what they will be, as well as any other details (until first blood instead of Final Death, no disciplines, participants must wear blindfolds, participants must ride the way of frenzy during the duel, etc…).

The priest administering the ritus is an official – the duel begins and ends on his word, and it may be aborted at any time. It is even within her power to declare a Monomacy null and void after the fact, but the priest who does this to favor his own candidate is looked upon with extreme displeasure by other Sabbat.

Arena and Weapons

The Actual practice of Monomacy varies widely – no formal code exists as to the choice of weapons, locations or even terms of victory. Most often, Monomacy duels are fought to Final Death in some ridiculously dangerous or highly inaccessible place like an iron factory or atop a skyscraper.

Whether or not the vampires may use weapons, Disciplines or other assets is typically the decision of the challeged. On the priest’s invocation of the ritus, the combat begins, and the last vampire standing is declared the winner, usually followed by other ritae and celebration.

As Monomacy is an autoritas ritae, formal weapons such as swords and daggers are usually used (if any ); modern weapons, particularily firearms, are considered inelegant, clumsy and vulgar.

Not every Monomacy is this straightforward, however. Several Lasombra disputes have been settled on life sized chess boards with living ”pieces”. Another rivalry – involved shooting each others ghouls until one competitor had none left standing.


Initiative – Who Goes First?

Every character has an Initiative rating which is Mental(Wits) + (Highest Combat Skill). Participants act in descending order of this rating (the participant with the highest initiative score acts first). No roll is necessary. For this purpose, a combat skill is Brawl, Melee or Firearms.

Husregel: Då jag hatar statiskt initiativ, så kör vi en variant på denna, vi kör samma system, men vi slår tärningar för Mental (Wits) + (Highest Combat Skill), diff 6.


Attacks with weapons (melee or ranged) are opposed rolls. Remember that NPCs can always Take Half instead of making an opposed roll, to speed up the conflict.
In a melee conflict, both attacker and defender can score hits, depending on who rolls the most successes (unless Dodge is used, see below.)

When firearms are involved, the defender can only avoid getting hit.
Melee Attack (attacking with a hand-held weapon that is not a firearm other ranged weapon)
Physical + Melee vs. Physical + (Melee, Brawl or Dodge)
If Dodge is used, no hit is scored by the defender no matter how many successes the defender wins by.

Unarmed Attack

(attacking with fists, feet or teeth)
Physical + Brawl vs. Physical + (Melee, Brawl or Dodge)
If Dodge is used, no hit is scored by the defender no matter how many successes the defender wins by.

Ranged Attack

Mental + Firearms vs. Mental + Dodge
If no cover is available, usage of Dodge will cause loss of next action as the character goes prone.
Multiple Attackers: When engaged by multiple opponents, the defender must subtract one dice for every opponent from his resisting dice pool. As actions are not declared simultaneously, this penalty is added in sequence with the first defense receiving no modifier, the second -2, the third -3 etc.


If you win the opposed attack roll, you inflict damage on your opponent depending on how many successes you beat their roll by. Damage is the number of successes scored above the results of the opposed attack roll, plus the Damage Value of the weapon (if any). See below for how to handle Damage and Health.



Åter igen så är jag inte så förtjust i automatisk skada, då jag tycker det gör vapen lite för bra. Så istället lägger vi till ett antal tärningar på slaget för attack, så vapen gör en större chans att orsaka skada, men inte automatiskt.

Damage Types

All attacks have specific damage ratings, indicating the number of dice to roll for the attack’s damage
(called the damage dice pool). Some damage dice pools are based on the attacker’s Strength, while others are
based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts
one health level of damage on the target. However, the damage applied may be one of three types:

Bashing: Bashing damage comprises punches and other blunt trauma that are less likely to kill a victim
(especially a vampire) instantly. All characters use their full Stamina ratings to resist bashing effects, and
the damage heals fairly quickly. Bashing damage is applied to the Health boxes on your character sheet with a “/.”

Lethal: Attacks meant to cause immediate and fatal injury to the target. Mortals may not use Stamina to
resist lethal effects, and the damage takes quite a while to heal. Vampires may resist lethal damage with their
Stamina. Lethal damage is applied to the Health boxes on your vampire’s character sheet with a “X.”

Aggravated: Certain types of attacks are deadly even to the undead. Fire, sunlight, and the teeth and
claws of vampires, werewolves, and other supernatural beings are considered aggravated damage. Aggravated
damage cannot be soaked except with Fortitude, and it takes quite a while to heal. Aggravated damage is applied
to the Health boxes on your character sheet with an asterisk (“*”).

Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at
least a small chance of inflicting damage before a soak roll is made.


Brawl is the ability to fight unarmed, whether with a specific system of techniques or simply flailing away and relying on one’s experience of where and how to strike. Brawling well requires coordination, speed, the ability to withstand pain and the willingness to deal out ”unfair” assaults, particularly against strong or quick opponents.

• Novice: You don’t immediately fold in the face of a fight.
•• Practiced: You’ve had your share of tussles with neighbors and other local brawlers.
••• Competent: You fight with confidence and competence, and you can count on winning or at least coming through a fight and remaining standing.
•••• Expert: You can take on most opponents and expects to win.
••••• Master: You do as much with your fists as many soldiers and knights do with their weapons.

  • Possessed by: Brigands, Bullies, Soldiers.
  • Specialties: Arm-locks, Boxing, Drunken Fighting, Grappling, Showing Off, Throws, Wrestling.