Player's Handbook · Chapter 7

Character Resources

Your character's trackers make the cost of being a vampire visible. Update them when the fiction changes; the sheet is meant to be used during play.

Hunger and Rouse checks

Hunger ranges from 0 to 5. It begins at 1 for a newly fed character in this project. When you wake, use a vampiric power, mend serious harm, or perform another action that demands supernatural effort, the Storyteller may call for a Rouse check: roll one d10. On 6+, Hunger does not increase. On 1–5, increase Hunger by one, to a maximum of 5.

At Hunger 5, you cannot safely make another Rouse check. The next supernatural cost instead forces an immediate Beast complication, and the Storyteller should make feeding or loss of control central to the scene.

Hunger dice are part of every ordinary dice pool. They can produce messy criticals and bestial failures, as described in Core Rolling. Feeding reduces Hunger when the scene gives you a credible opportunity; the Storyteller decides how much a source provides and whether the act creates a complication.

Willpower

Willpower has a current value and a maximum equal to Composure + Resolve. Spend one Willpower to reroll up to three failed regular dice on a test. You may also spend Willpower to resist a social, emotional, or supernatural influence when the Storyteller offers that choice. You cannot reroll Hunger dice.

Recover Willpower through meaningful rest, safety, accomplishment, or a scene that reinforces the character's identity. The Storyteller may restore one or more points when the character gets genuine relief or resolves a major personal pressure.

Health and damage

Health boxes equal 3 + Stamina. The health track records damage states rather than a single hit-point total. Mark one box for each point of damage, filling the leftmost empty box first.

  • Superficial damage is bruising, fatigue, and wounds a vampire can endure. It is marked with S.
  • Aggravated damage is severe injury, fire, sunlight, decapitation-level trauma, or another harm that demands immediate attention. It is marked with A.

When the track is full, the character is impaired and cannot act normally. Further damage converts an existing superficial mark into aggravated damage before adding new aggravated marks. A character with a completely aggravated track is incapacitated and at the mercy of the scene.

A vampire can mend superficial damage with time and a Rouse check. Aggravated damage requires a more serious recovery interval, appropriate supernatural effort, or specialized care. The Storyteller should make recovery a consequence and a story beat, not an invisible reset.

Humanity

Humanity ranges from 0 to 10 and measures the character's connection to human limits. It is not a morality score that changes every time a character makes a hard choice. Reduce it only after a meaningful violation, a failed degeneration test, or a major story consequence. At low Humanity, the Beast has more influence and human relationships become harder to maintain.

Discipline dots and powers

Discipline dots show mastery from 0 to 5. Powers are recorded beside the Discipline that grants them. A power's entry should state its activation cost, roll or difficulty, duration, and effect. If an entry omits one of these, ask the Storyteller before assuming it is free or automatic.

Manual updated Aug 18, 2026.