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!
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 | 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/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 |
- 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.
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.
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.
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.
- 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
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 | 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 |
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.
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.
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 |
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 |
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 |
- 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 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. | |
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 |
** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
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 |
**Dhampir buy all Disciplines for the same rate.
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).