Denver by Night
Blood Points will be used similar to plot points. Characters may step down their Profession, Specialty or Nature to receive a blood point. They can also be given by the GM as a complication for each 1 a player character rolls. In addition, If a player chooses, they can take a blood complication or step up their blood complication and acquire a blood point.
Uses of blood points
Add another die to the total.
Double your physical for a scene.
Step down a non-physical complication after the Storyteller rolls a one.
Get rid of all non-aggravated physical damage. (Unlimited amount)
Step down an aggravated physical complication.
The lower the generation of the vampire, the more powerful you are. It is also harder to influence a vampire who is of a lower generation.
When attempting a discipline against another Vampire, each level a difference between generations is hindered in favor of the lower generation.
Equal Generation: No Advantage
1 Level: d4
2 Levels: d6
3 Levels: d8
4 Levels: d10
5 Levels: d12
6+ Levels: Impossible
Your generation will effect how you can use the blood points during game play. The lower your generation the more potent your blood becomes but your thirst also gains and sometimes humans and animals no longer can sustain you.
8th Generation +: Gray Chip – Worth 1 BP
7th Generation: Black Chip – Worth 2 BP
6th Generation: Red Chip – Worth 3 BP
5th Generation: Blue Chip – Worth 4 BP
4th Generation: Yellow Chip – Worth 5 BP
The lower your generation, the more dangerous your Blood Complication can become.
8th Generation +: Animals, Humans, Vampires
7th Generation: Humans, Vampires- Step up blood complication one die level
6th Generation: Human, Vampires – Step up blood complication two die level
5th Generation: Vampires only – Step up blood complication three die level
4th Generation: Vampires only – Step up blood complication four die level
Saintly: Kindred with Humanity scores this high are, ironically, more human than human. This level indicates aversion to killing and even distaste for taking more vitae than is necessary.
Caring: Most human beings have Humanity at this level and vampires at this level can usually manage to pass for mortals. They subscribe to social norms, it’s not acceptable to hurt or kill another person, it’s wrong to steal something that another person owns, but sometimes the speed limit is too damn slow.
Removed: Hey people die. Stuff breaks. A vampire below the cultural human norm has little difficulty with the fact that she needs blood to survive, and she does what needs to be done to get it. Not automatically horrid, kindred at this stage of humanity are certainly at least mildly unpleasant to be around.
Unfeeling: Hey some people gotta die. The vampire begins an inevitable slide into urge indulgence. A humanity at this level indicates that killing is acceptable to this Kindred, so long as the victim is deserving, which is subjective. Destruction, theft, injury – these are all acceptable tools rather and taboos.
Bestial: The lives and property of others are irrelevant to a kindred this far gone. The vampire likely indulges twisted pleasures and aberrant whims, which may include any manner of atrocity. Perversions, callous murder, mutilation of victims and wickedness for its own sake are all hallmarks of a kindred with this level of humanity.
Monstrous: Only nominal sentient, Kindred with this humanity level teeter on the edge of oblivion. Little matters at all to the vampire this far gone, even their own desires outside of sustenance and rest. There is literally nothing a vampire wont do and only a few tattered shreds of ego stand between him and complete devolution.
Attributes: Each Character has three Basic Attributes; Physical, Social and Mental. All attributes start at d8 and you may raise one of them one die type if you lower a second one die type.
Skills: Each skill starts at d4. Skills will be raised with Professions, Specialties and Disciplines.
Profession: Each player will pick a Profession which will raise 2 of your skills one die level based on that professions associated skills.
Profession Specialty: Choosing a specialty under your profession will raise one additional skill one die level.
Disciplines: From each of your disciplines choose two associated skills and raise each of those skills one die level. Disciplines; Celerity, Fortitude and Potence do not have associated skills and the player does not get any skill raises from these disciplines.
Once all Skills have been raised from profession, specialty and disciplines, each player is given an additional 9 points to raise their skills. Any skill that is at d4 requires 2 points to raise each die type. All others only require 1 point to raise them one die type.
Each Player starts with 3 points to put into disciplines. Each ability can only be used once a die type is associated with that ability
Celerity, Fortitude, Potence: For each point put into these disciplines it gives the ability a starting d4 or raises it one die type.
All Others: For each point put into the discipline it yields (3) starting d4 or raises. Each ability must have at least a d4 before you increase the next one to a d4. Once an initial d4 is assigned you may raise them in any order.
Backgrounds: You have 5 points to distribute among the backgrounds. Each point gives you a d4 or raise of one die type.
Additional Points: Each player gets an additional 15 points to spend on the abilities and skills
Discipline – 7 Points
Attribute – 5 Points
Skills – 2 Points
Skill Specialty – 1 Point
Backgrounds – 1 Point
d6 Asset – 1 Point
d8 Asset – 2 Points
Knowledge Skill Specialty: If your knowledge is d6 or higher you may choose one specialty for free.
Physical: Physical define’s the condition of a character’s body. It indicates how strong, agile and resilient a character is. A high physical should be taken for an action-oriented character.
Social: Social delineates a characters appearance, charm an ability to interact with society. This is paramount in determining a character’s first impressions, personal dynamics and relations with other individuals
Mental: Mental define a character’s cerebral capacities, including such aspects as memory, intelligence, awareness of one’s surroundings and the ability to think, learn and react.
Each profession below will have two associated skills. Under each profession are a bunch of specialties. Each specialty will have one associated skill.
CRIMINAL- FIGHT, SUBTERFUGE
Jailbird – SURVIVE
Mafioso – INFLUENCE
Drug Dealer – CRAFT
Pimp – EMPATHY
Carjacker – DRIVE
Thug – SHOOT
Thief – SNEAK
Fence – KNOW
DRIFTER – DRIVE, SURVIVAL
Bum – SNEAK
Smuggler – SHOOT
Prostitute – INFLUENCE
Junkie – FOCUS
Pilgrim – KNOW
Biker – MOVE
Gambler – NOTICE
ENTERTAINER – EMPATHY, PERFORMANCE
Musician – FOCUS
Film Star – INFLUENCE
Stunt Man – MOVE
Club Kid – OCCULT
Model – SURVIVAL
INTELLECTUAL – FOCUS, EMPATHY
Writer – CRAFT
Student – SURVIVAL
Scientist – OCCULT
Psychologist – TREAT
Social Critic – INFLUENCE
Animal Trainer – ANIMAL KEN
INVESTIGATOR – NOTICE, SHOOT
Detective – SUBTERFUGE
Beat Cop – INFLUENCE
Government Agent – KNOW
Private Eye – SNEAK
Paranormal Investigator – OCCULT
NIGHT LIFER – MOVE, PERFORMANCE
Goth – OCCULT
Skinhead – FIGHT
Punk – INFLUENCE
Raver – KNOW
Substance Abuser – FOCUS
POLITICIAN – INFLUENCE, SUBTERFUGE
Judge – KNOW
Public Official – PERFORMANCE
Councilor – EMPATHY
Speech Writer – CRAFT
Lobbyist – ANIMAL KEN
PROFESSIONAL – FOCUS, KNOW
Engineer – CRAFT
Doctor – TREAT
Veterinarian – ANIMAL KEN
Computer Programmer – CRAFT
Lawyer – SUBTERFUGE
Architect – INFLUENCE
REPORTER – KNOW, SURVIVAL
Journalist – CRAFT
News Reporter – EMPATHY
Paparazzo – SNEAK
Talk-Show Host – INFLUENCE
Conspiracy Theorist – OCCULT
SOLDIER – FIGHT, SHOOT
Bodyguard – DRIVE
Enforcer – KNOW
Mercenary – FOCUS
Soldier of Fortune – MOVE
WORKER – LABOR, OPERATE
Trucker – DRIVE
Mechanic – FIX
Kennel Attendant – ANIMAL KEN
Construction Labor – CRAFT
ARCHITECT – The Architect has a sense of purpose even greater than herself. She is truly happy only when creating something of lasting value for others. People will always need things, and the Architect strives to provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs and the like are all Architect Archetypes.
AUTOCRAT – The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an operation’s best interests at heart or because he has the best ideas (though he may certainly think so). He may genuinely believe others are incompetent, but ultimately he craves power and control. Dictators, gang leaders, bullies, corporate raiders and their ilk are Autocrat Archetypes.
BON VIVANT – The Bon Vivant knows that life – and unlife – is shallow and meaningless. As such, the Bon Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, she is simply predisposed to having a good time along the way. Most Bon Vivants have low Self-Control scores, as they are so given to excess. Hedonists, sybarites and dilettantes are all examples of the Bon Vivant Archetype.
BRAVO – The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak. To the Bravo’s mind, might makes right; power is what matters, and only those with power should be respected. Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as a perfectly reasonable means of gaining cooperation. The Bravo is not incapable of pity or kindness, he just prefers to do things his way. Robbers, bigots, thugs and the insecure are all Bravo Archetypes.
CAREGIVER- Everyone needs comfort, a shoulder to cry on. A Caregiver takes her comfort in consoling others, and people often come to her with their problems. Vampires with Caregiver Archetypes often attempt, as best they may, to protect the mortals on whom they feed. Nurses, doctors and psychiatrists are examples of potential Caregivers.
CELEBRANT – The Celebrant takes joy in her cause. Whether the character’s passion is battle, religious fervor, foiling her rivals or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge in her passion as deeply as possible. Unlike the Fanatic the Celebrant pursues her passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists and art enthusiasts are Celebrant Archetypes.
CHILD- The Child is still immature in personality and temperament. He wants what he wants now, and often prefers someone to give it to him. Although he can typically care for himself, he would rather have a caretaker-type cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature, ignorant of the cold ways of the real world. Children, spoiled individuals and some drug abusers are Child Archetypes.
COMPETITOR – The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is anew challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort of opportunity for her to be the best – the best leader, the most productive, the most valuable or whatever. Corporate raiders, professional athletes and impassioned researchers are all examples of Competitor Archetypes.
CONFORMIST – The Conformist is a follower, taking another’s lead and finding security in the decisions of others. She prefers not to take charge, instead seeking to throw in with the rest of the group and lend her own unique aid. The Conformist is drawn to the most dynamic personality or the individual she perceives to be the “best.” Being a Conformist is not necessarily a bad thing – every group needs followers to lend stability to their causes. Groupies, party voters and “the masses” are Conformist Archetypes.
CONNIVER- Why work for something when you can trick somebody else into getting it for you? The Conniver always tries to find the easy way, the fast track to success and wealth. Some people call him a thief, a swindler or less pleasant terms, but he knows that everybody in the world would do unto him if they could. He just does it first, and better. Criminals, con artists, salespeople, urchins and entrepreneurs might be Connivers.
CURMUDGEON – A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life or unlife. He is often fatalistic or pessimistic, and has very little esteem for others. To the Curmudgeon, the glass is always half-full, though it may be damn near empty when other people are involved. Many elder vampires and Generation Xers are Curmudgeons.
DEVIANT – The Deviant is a freak, ostracized from society by unique tastes that place her outside the mainstream. Deviants are not indolent rebels or shiftless “unrecognized geniuses”; rather, they are independent thinkers who don’t quite fit in the status quo. Deviant Archetypes often feel that the world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences and ideologies. Extremists, eccentric celebrities and straight-out weirdoes are Deviant Archetypes.
DIRECTOR- To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a “my way or the highway” attitude on matters of decision-making. The Director is more concerned with bringing order out of strife, however, and need not truly “in control” of a group to guide it. Coaches, teachers and many political figures exemplify the Director Archetype.
FANATIC – The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause; indeed, he may feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means- the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots and sincere firebrands are all examples of Fanatic Archetypes.
GALLANT – Gallants are flamboyant souls, always seeking attention and the chance to be the brightest stars. Gallants seek the company of others, if only to earn their adoration. Attention drives Gallant, and the chase is often as important as fulfilling the pursuit. Nothing excites a Gallant so much as a new audience woo and win. Performers, only children and those with low self esteem are often Gallant Archetypes
JUDGE – The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and ability to draw the right conclusion when presented with facts. The Judge respects justice, as it is the most efficient model for resolving issues. Judges, while they pursue the “streamlining” of problems, are rarely visionary, as they prefer proven models to insight. Engineers, lawyers and doctors are often Judge Archetypes.
LONER- Even in a crowd, the Loner sticks out, because he so obviously does not belong. Others view Loners as pariahs, remote and isolated, but in truth, the Loner prefers his own company to that of others. For whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals, radicals and free thinkers are all Loner Archetypes.
MARTYR – The Martyr suffers for his cause, enduring his trials out of the belief that his discomfort will ultimately improve others’ lot. Some Martyrs simply want the attention or sympathy their ordeals engender, while others are sincere in their cause, greeting their opposition with unfaltering faith in their own beliefs. Many Inquisitors, staunch idealists and outcasts are Martyr Archetypes.
MASOCHIST – The Masochist exists to test his limits, to see how much pain ha can tolerate before he collapses. He gains satisfaction in humiliation, suffering, denial and even physical pain. The Masochist defines who he is by his capacity to feel discomfort – he rises each night only to greet a new pain. Certain extreme athletes, urban tribalisms and the clinically depressed exemplify the Masochist Archetype
MONSTER – The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster’s tools, and she uses them wherever she goes. No villainy is below her; no hurt goes uninflected and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Many Sabbat, degenerate Kindred elders and unstable individuals display characteristics of the Monster Archetype.
PEDAGOGUE – The Pedagogue nows it all, and desperately wants to inform others. Whether through a sense of purpose or a genuine desire to help others, the Pedagogue makes sure his message is heard – at length, if necessary. Pedagogue Archetypes may range from well- meaning mentors to verbose blowhards who love to hear themselves talk. Instructors, the overeducated and “veterans of their field” are all examples of Pedagogue Archetypes
PENITENT – The Penitent exists to atone for the grave sins she commits simply by being shot she is. Penitents have either low self-esteem or legitimate, traumatic past experiences, and feel compelled to “make up” for inflicting themselves upon the world. Penitent Archetypes are not always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem and remorseful criminals are examples of the Penitent Archetype.
PERFECTIONIST – Perfectionist Archetypes simply demand the best. A halfhearted job gives the Perfectionist no satisfaction, and she expects the same degree of commitment and attention to detail from others that she demands from herself. Although the Perfectionist may be strict and exacting, the achievement of the end goal drives her – and often those for whom she is responsible. Prima donnas, artists and conceptual designers exemplify the Perfectionist Archetype.
REBEL- The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates authority and does everything in his power to challenge and undermine it. Perhaps the Rebel truly believes in his ideals, but it is just as likely that he bears authority figures some ill will over a misunderstanding or “wrong” done to him in the past. Teenagers, insurrectionists and nonconformists all exemplify the Rebel Archetype
ROGUE – Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of self-sufficiency. They have their own best interests in mind at all times. Prostitutes, capitalists and criminals all embody the Rogue Archetype.
SURVIVOR – No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor’s utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others’ acceptance of “what fate has in store” or willingness to withstand less than what they can achieve. Outcasts, street folk and idealists may well be Survivor Archetypes.
THRILL-SEEKER – The Thrill-Seeker lives for the rush brought on by danger. Unlike those of arguably saner disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously suicidal or self-destructive – he simply seeks the stimulation of imminent disaster. Gang bangers, petty thieves and exhibitionists are all examples of the Thrill-Seeker Archetype.
TRADITIONALIST – The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-tested methods vary your course when what has worked in the past is good enough? The Traditionalist finds the status quo acceptable, even preferable, to a change that might yield unpredictable results. Conservatives, judges and authority figures are all examples ofTraditionalist Archetypes.
TRICKSTER- The Trickster finds the absurd in everything. No matter how grim life (or unlife) may become, the Trickster always uncovers a kernel of humor within it. Tricksters cannot abide sorrow or pain, and so they strive to lighten the spirits of those around them. Some Tricksters have even higher ideals, challenging static dogma by exposing its failures in humorous ways. Comedians, satirists and social critics are examples of Trickster Archetypes.
VISIONARY – The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous. Visionaries test accepted societal limits, and seek what few others have the courage to imagine. The Visionary rarely takes satisfaction in what society has to offer; she prefers to encourage society to offer what it could instead of what it does. Typically, society responds poorly to Visionaries, though it is they who are responsible for bringing about progress and change. Philosophers, inventors and the most inspired artists often have Visionary Archetypes.
ANIMAL KEN / Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry
CRAFT / Pottery, Sewing, Home Repair, Carpentry, Vehicles, Rituals, Forgery
DRIVE / Cars, Trucks, Off-Road, Wheelies, Curves, Stick Shifts, Sudden Stops, Heavy Traffic
EMPATHY / Emotions, Personalities, Motives, Gaining Trust
FIGHT / Boxing, Wrestling, Dirty Fighting, Kicks, Karate, Submission Holds, Knives, Swords, Improvised Clubs, Stakes, Disarms, Axes
FIX / Vehicle Customization, Engines, Computers, General Electronics, Dismantling
FOCUS / Calm, Willpower, Patience,
INFLUENCE / Leadership, Intimidation, Charming, Seduction, Fast Talk, Interrogation, Bribery, Barter
KNOW / Streetwise, Gun-smithing, Security, Academics, Computer, Finance, Law, Linguistics, Medicine, Politics, Science, Navigation, Diplomacy, History, Forensics,
LABOR / Mining, Heavy Lifting, Farming
MOVE / Athletics, Dodge, Swimming, Climbing, Dancing, Endurance Running, Evasion
NOTICE / Noises, Eavesdropping, Ambushes, Hidden Weapons, Crowds, Forests, Animals, Investigation, Malfunctions, Surveillance,
OCCULT / Kindred Lore, Rituals, Infernalism, Witches
OPERATE / Computers, Medical Instruments,
PERFORMANCE / Dancing, Singing, Expressions, Acting, Poets, Musician
SHOOT / Fast Draw, Pistols, Sniping, Revolvers, Shotguns, Carbines
SNEAK / Hiding, Silent Movement, Shadowing, Crowds
SUBTERFUGE / Seduction, Impeccable Lies, Feigning Mortality, Distractions, Trick
SURVIVAL / Tracking, Woodlands, Jungle, Trapping, Hunting, Foreging
THROW / Knives, Axes, Improvised items
TREAT / Organ Transplant, Emergency Care, Poisons, Pathology, Pharmaceuticals
Step up a skill to a d8 or higher: 1 Episode
Step up two skills from d4 to d6: 1 Episode
Step up a signature assets to from d6 to d8: 1 Episode
Add a new specialty to a skills: 1 Episode
Turn and asset from an episode into a d6 Signature Asset: 1 Episode
Step up one attribute and step back another: 2 Episode
Add an additional dot to Disciplines: 3 Episode