Critical Injury

Då vi fann originallistan rätt trist testar vi att göra om den lite och få fler och mer varierande resultat.

After taking damage while Impaired and after
converting it, roll a d10 on the Critical Injury table,
adding the number of Aggravated damage
points currently on the track to the roll. This can
lead to further penalties (or even instant death),
tracked independently of the abstract damage
on the Health Track.

  1. Stunned – Pay a point of Willpower or lose a turn.
  2. Knocked Out (Mortal) / Stun as above (Vampire)
  3. Broken jaw – unable to speak until it heals (if ever)
  4. Broken fingers – Actions like brawl and melee at -2
  5. Eyes gouged – Vision-based rolls at -3
  6. Flesh wound – Mortal takes one wound per turn bleeding, Vampires needs to roll for hunger
  7. Concussed – Dexterity rolls -2; Mental rolls -2
  8. Broken limb or joint – Dexterity rolls-2; Athletics at -4
  9. Skull fracture – Dexterity rolls -2; Mental rolls at -4
  10. Gutted stomach – Humans all rolls at -2, Vampire at -1 and roll for hunger
  11. Massive wound – All rolls at -3
  12. Crippled – Limb lost or mangled beyond use
  13. Broken back – Paralysing or even leathal damage for Mortal, immediate Torpor (Vampire)
  14. Leathal wound to the body – Death (Mortal) or immediate Torpor (Vampire)
  15. Pierced heart – Instant death for Mortal,  immediate Torpor (Vampire)
  16. (and above) Decapitation – Instant death for Mortal and Vampires alike.

Health and Damage

Health represents the amount of damage a character can suffer before becoming incapacitated in the current scene. Health is represented on the character sheet as Physical +5.

There are two types of damage: Superficial and Aggravated.

Superficial Damage

Superficial damage is painful and can impair a character’s actions, but is usually not lethal unless inflicted in massive amounts. For mortals this is bashes, sprains, bruises and general body fatigue. For vampires, it’s all this plus damage from things that could kill mortals, such as bullets, knives, swords, and animal bites. Mark superficial damage on the character sheet by making a “/” on the Health Track.
Superficial damage sustained is always halved before applying it to the Health Track.

Aggravated Damage

Aggravated damage can kill very quickly. For mortals, it’s nearly anything exceeding bashes, sprains, bruises and general body fatigue. For vampires, it’s limited to a very few things, including fire, sunlight and the teeth and claws of other supernatural creatures. Mark Aggravated damage on the character sheet by making a “X” on the Health Track.

The Health Track

A character has a Health Track equal to 5 + Physical(Stamina) spaces. When enough damage (of any type or mix thereof)


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.

Critical Injuries

Roll a D10 and add current Aggravated damage on the Health track.
1-3: Stunned – Lose a turn. Can be shaken with a point of WP.
4-6: Knocked Out (Mortal) / Stun as above (Vampire)
7: Eyes gouged – Vision-based rolls at -3
8: Dry gulch – Social rolls at -3
9: Kneecapped – Movement reduced. Athletics at -4
10: Head wound – Mental rolls at -4
11: Massive wound – All rolls at -3
12: Disarm – Limb lost or mangled beyond use
13+ Death (Mortal) or immediate Torpor (Vampire)

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.