LAiA - System Reference
System Reference

Disclaimer

This page contains a variety of system reference information, including a fair number of tweaks and house rules for use in LAIA. If you’re using this as a reference for another game, please consult with your Storyteller or your core rulebook!

Aura Colors
Success Degrees
Successes Effect
1 Success Can distinguish only the shade.
2 Successes Can distinguish the main color.
3 Successes Can recognize the color patterns.
4 Successes Can detect subtle shifts.
5 Successes Can identify mixtures of patterns.
Creature Type
Creature Aura Shades
Vampire Pale, Muted
Ghoul Pale Blotches
Mage Brilliant, Sparkling
Mortal Bright
Werebeast Vibrant, Blinding
Ghost Weak, Faded
Changeling Rainbow
True Faith Gold / Silver Halo
Psychic Mortal Arcs of Electricity
Hedge Magician Ripples of Fluid
Emotion Colors
Emotion/Mental State Aura Colors
Afraid Orange
Aggressive Purple
Angry Red
Bitter Brown
Calm Light Blue
Compassionate Pink
Conservative Lavender
Depressed Gray
Lustful Dark Red
Distrustful Light Green
Envious Dark Green
Excited Violet
Generous Rose
Happy Vermillion
Hateful Black
Idealistic Yellow
Innocent White
Lovestruck Blue
Obsessed Green
Sad Silver
Spiritual Gold
Suspicious Dark Blue
Anxious Scrambled Static
Confused Mottled, Shifting
Diablerist Black Veins
Daydreaming Sharp Flickering
Frenzied Rapidly Rippling
Psychotic Hypnotic, Swirling
Blood Bonds
We treat blood bonds a little differently than described in the V20 core or Ghouls and Revenants to give those who want to play ghouls a little more autonomy. As long as each drink is at least a month apart, the blood bond level will not increase. Meaning: if you play a ghoul, they can remain bound at the first level indefinitely unless points of vitae are taken from their domitor before that month is up. To increase a bond's level, each point of vitae still must be drank on different nights.
Bond Levels
Below is a rough summary of what each level is like. It's recommended you read the full descriptions starting on page 286 of the core to get a full idea of what each step means.
  • First Step: Amplifies whatever feelings were already present for the regnant, whether positive or negative.
  • Second Step: Heavily biased towards the regnant, but still has full control over themselves.
  • Third Step: A full bond; Completely infatuated with the regnant, they take priority over anyone else in their life, whether they were a lover, child, or close friend.
Learning a Language

To learn a new language, the character must make an extended Intelligence + Expression roll. The difficulty is equal to 9 - the number of people helping them learn, thus having one teacher would lower the difficulty to 8. Once 15 successes are reached, an update can be submitted to purcahse the language for 2 XP. Botched rolls subtract from their total equal to the botch severity, though Willpower can be spent to avoid this. Natural Linguist applies so long as the language is written or spoken.

Learning a Ritual

To learn blood sorcery rituals, an extended Intelligence + Occult roll must be made (difficulty 7, +1 for Abyss Mysticism), with a target success goal of 5 x the ritual level. Once the number of successes is reached, an update can be submitted to purchase the ritual for 3 x ritual level XP. The character must have some sort of material to study from (the chantry library, a mentor) in order to learn rituals. The Grand Library or Occult Library Merits don’t lower the difficulty of this roll, but Precocious would.

Multiple Actions
You can take more than one action during a turn, however, multi-tasking is never as effective. You must use the lowest pool out of the rolls you're intending to make, and divide it up between however many actions you're taking.

Example: Aero the Nosferatu wants to eaves drop on a pair of Toreador while picking the lock of the Keeper of Elysium’s office. They have Dexterity 4, Larceny 3, Perception 3, and Alertness 2. The roll to pick the lock (Dexterity + Larceny) has 7 dice, while the eavesdropping roll (Perception + Alertness) has 5. Thus, Aero has 5 dice to split between both rolls.

Multiple Attacks

Actions can’t be split among attacks and must be distinct from one another (that is to say, they can’t use the same dice pool). In order to make multiple attacks per round, a vampire will need to possess Celerity.

Movement Speed
  • Walking: seven meters per turn
  • Jogging: 12 + Dexterity + Celerity meters per turn
  • Running: (20 + [3 x (Dexterity + Celerity)] meters per turn)
    • During combat a character can move half of this rating and still take an action. Excessive injuries will limit this.
  • Jumping: Strength (or Strength + Athletics for a running start), difficulty 3. Each success correlates to 2 feet vertical or 3 feet horizontal distance.
  • Swimming: A character must possess Athletics 1 to know how to swim. Half the below values for characters who are encumbered or in a blatantly unaquatic form (Shape of the Beast’s Wrath, Crinos), and double them for characters with proper gear (such as flippers). Characters who alter their body for a streamlined, aquatic shape swim at four times the listed value.
    • Athletics 1-2: 1 meter per turn
    • Athletics 3-4: Strength/2 meters per turn
    • Athletics 5+: Strength meters per turn
Daysleep Time Chart

Example

Say the sun rises at 6:00 and sets at 20:30.

A Humanity 7 vampire will rise at 20:30 and be forced into daysleep at 6:00.

A Humanity 10 vampire will rise at 17:30 and forced into daysleep at 9:00.

A Humanity 4 (or lower) vampire will rise at 23:30 and be forced into daysleep at 3:00.

Vampires with the Early Riser Merit will always daysleep as if they had Humanity 10. Conversely, vampires with the Deep Sleeper Flaw will always daysleep as if they have Humanity 4.

Humanity/Path Hours After Sunset/Before Dawn
10 +3 hours before / -3 hours after
9 +2 hour before / -2 hour after
8 +1 hour before / -1 hour after
7 at sunset / at dawn
6 -1 hour after / +1 hour before
5 -2 hours after / +2 hour before
>=4 -3 hours after / +3 hours before
Strength Chart
The values below are what a character is capable of deadlifting without a roll. In order to lift greater weights, a Willpower roll (difficulty 9) can be made. Each success moves them up one rating on the chart.
Strength Feats Lift (lbs/kg)
1 Crush a beer can 40/20
2 Break a wooden chair 100/45
3 Break down a wooden door 250/115
4 Break a wooden plank 400/180
5 Break open a metal fire door 650/295
6 Throw a motorcycle 800/360
7 Flip over a small car 900/410
8 Break a lead pipe 1000/455
9 Punch through a cement wall 1200/545
10 Rip open a steel drum 1500/680
11 Punch through 1"/2.5 cm thick sheet metal 2000/910
12 Break a metal lamp post 3000/1360
13 Throw a station wagon 4000/1815
14 Throw a van 5000/2265
15 Throw a truck 6000/2720
Frenzy
Hunger Threshold
A vampire is considered hungry when their blood pool is a third full (rounded down). At this stage, they will need to make a Self-Control roll (difficulty 9 - Self-Control) in order to avoid Frenzy when feeding from a vessel.

Should their blood pool reach half this rating, the hunger is unbearable. At Storyteller discretion, proximity to any potential vessels, whether living or dead, may continue prompt Self-Control rolls until sated.

Example: Stephen the 9th Generation Toreador has a maximum blood pool of 14. He hasn’t fed for a few nights, and has dwindled down to only 4 blood points left. With a Self-Control rating of 3, he must make a Self-Control roll with a difficulty of 6 (9 - 3) in order to avoid frenzying on whoever he feeds from next.

Impulses
When the situation feels appropriate to a Storyteller, they will ask a player to resist a Frenzy. This might be counter to what the player would desire, as it could very well derail an entire scene. To make such an interruption more unlikely, players can police their character’s Beasts themselves with Impulses.

Whenever something might get the Beast’s attention, but wouldn’t warrant a full Frenzy (such as a scathing insult or being physically threatened), the player rolls Self-Control/Instinct. The difficulty is usually 4, but can be as high as 6 for particularly egregious circumstances. The degree of success (or failure, such as in the case of a botch) determines just how much the Beast influences their immediate response.

Vampires

While in a Frenzy, characters…

  • Ignore wound penalties
  • Apply their Generation dots to all Physical (Strength, Dexterity, Stamina) rolls
  • Increase the difficulty of all mind control (such as Dominate) by two, and reduces the difficulty to resist such powers by two
  • Automatically succeed on Willpower rolls (such as those to resist Presence)
  • Are immune to Rötschreck

Riding the Wave

Vampires on a Path that uses Instinct will always Frenzy if the difficulty to resist is greater than or equal to their Instinct rating. While frenzied, the player can make an Instinct roll (difficulty the same as to resist) every time they wish to take a conscious action.

If the difficulty to resist is lower than their Instinct rating, the character can choose whether to Frenzy or not.

Provocation Difficulty
Smell of blood (when hungry) 3 (or higher in extreme cases)
Sight of blood (when hungry) 4 (or higher in extreme cases)
Being harassed 4
Life-threatening situation 4
Malicious taunts 4
Physical provocation 6
Taste of blood (when hungry) 6 (or higher in extreme cases)
Loved one in danger 7
Outright public humiliation 8
Rötschreck
Rötschreck (a fear frenzy) is resisted by everyone with Courage.
Provocation Difficulty
Lighting a cigarette 3
Sight of a torch 5
Bonfire 6
Obscured sunlight 7
Being burned 7
Direct sunlight 8
Trapped in a burning building 9
Ghouls
Provacation Difficulty
Scent of Domitor's vitae (when hungry) 3
Sight of Domitor's vitae (when hungry) 3
Taste of blood 3
Threatened verbally by Domitor 3
Use of narcotics or hallucinogens 3
Beaten by Domitor 4
Domitor endangered 4
Domitor showing favor to another ghoul 4
Not administered dosage of vitae 4
Sight, smell, taste of human family members blood 4
Attacked by Lupine 5
Overdose of Domitor's Vitae 5
Humiliation in front of mortals 5
Humiliation in front of Domitor 6
Abandonment 6
Generation Chart
  • Max Trait Rating: This indicates the highest permanent Trait ratings (excluding Humanity/Path and Willpower) a vampire of the given Generation can have. This is especially with regard to Disciplines or Attributes.
  • Blood Pool Max: The maximum number of blood points a vampire may keepin her system. Remember that elder vampires concentrate blood—while the volume of blood in theri bodies is no greater than any other vampire’s, each pint of blood is worth more than one point.
  • BP/Turn: This indicates how many blood points a vampire can spend in a single turn.
Generation Max. Trait Rating Blood Pool Max. BP/Turn
Third 10 ??? ???
Fourth 9 50 10
Fifth 8 40 8
Sixth 7 30 6
Seventh 6 20 4
Eigth 5 15 3
Ninth 5 14 2
Tenth 5 13 1
Eleventh 5 12 1
Twelfth 5 11 1
Thirteenth+ 5 10 1
Health Chart
Health Level Dice Pool Penalty Movement Penalty
Brusied 0 Character is only bruised and suffers no dice pool penalties due to damage.
Hurt -1 Character is superficially hurt and suffers no movement hindrance.
Injured -1 Character suffers minor injuries and movement is mildly inhibited (halve maximum running speed.)
Wounded -2 Character suffers significant damage and may not run (though he may still walk). At this level, a character may only move or attack; he always loses dice when moving and attacking in the same turn.
Mauled -2 Character is badly injured and may only hobble about (three yards/meters per turn).
Crippled -5 Character is catastrophically injured and may only crawl (one yard/meter per turn).
Incapacitated Character is incapable of movement and is likely unconscious. Incapacitated vampires with no blood in their bodies enter torpor.
Torpor Character enters a deathlike trance. He may do nothing, not even spend blood, until a period of time has passed.
Final Death Character is killed permanently.
XP Tables
Vampires
Trait Cost
New Ability 3
New Discipline 10
New Thaumaturgy/Necromancy Path 7
Attribute Current rating x 4
Ability Current rating x 2
Clan Discipline* Current rating x 5
Other Discipline Current rating x 7
Thaumaturgy/Necromancy Path Current rating x 4
Virtue** Current rating x 2
Humanity or Path of Enlightenment Current rating x 2
Willpower Current rating
*Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
Dhampir
Trait Cost
New Ability 3
New Discipline 20
New Blood Magic Path 20
New Bloodright 7
Attribute Current rating x 4
Ability Current rating x 2
Virtue* Current rating x 2
Humanity Current rating x 2
Willpower Current rating
Discipline** Current rating x 25
Blood Magic Path Current rating x 15
Bloodright Current rating x 5
*Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
**Dhampir buy all Disciplines for the same rate.
Mortals
Trait Cost
New Ability 3
New Discipline 20
New Numina 10
Attribute Current rating x 4
Ability Current rating x 2
Clan Discipline* Current rating x 15
Other Discipline** Current rating x 25
Numina Current Rating x 7
Virtue*** Current rating x 2
Humanity or Path of Enlightenment Current rating x 2
Willpower Current rating

* As a general rule, a ghoul attains a cost break to learn the Disciplines of their sponsor’s Clan.
*It is much more difficult for independent Ghouls to learn Disciplines than any other Ghoul, and this is reflected in the cost required.
**
Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).