Rules
· Just some minor changes ·
1 - Rules Introduction
› Introduction
› Advantage & Disadvantage
› Actions
› Damage
› Dice Modifiers & Keys
› Healing Damage
2 - Combat
3 - Health and Damage
12 - Gaining and spending xp
Rules

1 - Rules Introduction

Introduction

House Rules

Lost Souls is based on the V20 Storyteller system, but I've made some changes to the rules. These are house rules that have accumulated over the years into this compendium.

Most of these rules are meant to speed up and simplify many aspects of the game.

The changes can be seen as extensive, but one thing leads to another — you might be forced to read through all of it for it to make sense. Sorry.

Summary of some changes:

  • Difficulty levels are removed, All difficulty ratings are 7+.
  • You can gain advantage, which gives you 6+.
  • You can gain disadvantage, which gives you 8+.

  • Weapons damage is no longer dice, but added directy to damage result


  • Every clan now has a unique clan discipline, a physical discipline, and a common discipline. This means there are now some new disciplines, and most other disciplines have gone through some changes.
  • Thaumaturgy is completely rebuilt.

Advantage & Disadvantage

Advantage & Disadvantage
Under certain circumstances, or when using certain abilities, you may gain advantage or disadvantage when attempting an action.

Having advantage means that your dice gains successes on a roll of 6+ instead of 7+.

Having disadvantage means that your dice gain successes on a roll of 8+ not 7+

       If you have both advantage and disadvantage, they cancel each other out.

       If you have 2 advantages and 1 disadvantage, you still have advantage, and vice versa.

       You may also gain overwhelming advantage or overwhelming disadvantage. These always take precedence over the normal versions.

       If you have multiple disadvantages, each disadvantage after the first instead reduces your dice pool by [-1d].

       If you have multiple advantages, each advantage after the first adds [+1d] to your dice pool.

Examples of advantage/disadvantage:
Advantage: Parrying with a shield, using good tools, taking extra time, or receiving assistance from a skilled companion.

Disadvantage: Fighting several opponents at once, using poor or unsuitable equipment for the task, climbing in the rain, spotting in poor visibility.

Actions

Actions
Normally you have 1 [Action] per round.

Some actions are [Reflexive] these are things you can do that do not cost you an action the first time, but if you want to do them repeatedly in a turn more beyond the first will cost you an action.

Sometimes you have access to [Instinctive] actions. These don’t cost you actions and can be done unlimited times during a turn. 

Damage

Damage
To calculate the damage of an attack, combine the successes from the attack roll with your Strength, then add the weapon’s damage.

Number of successes on the attack + Strength = damage dice pool

Result of the damage dice pool + weapon damage = total damage

Stamina & Armor
The target of the attack then rolls Stamina + Armor to reduce the damage.

Damage Types

Bashing [B] [\]
Bashing is generally received from attacks that have no cutting edge, such a fist a club, falling or brawling

       Bashing damage is non-lethal.
If you fill the N/A level with Bashing damage, you fall unconscious but not die.

       Bashing damage is always marked below Lethal damage on the damage track.

       Bashing damage is marked with a diagonal slash: []

       If all your health is filled with bashing/lethal damage and you receive more bashing convert existing bashing to lethal

Lethal [L] [X]
Damage that is done with cutting weapons or other devastating attacks that will kill you.

       Lethal damage is marked with a cross: [✕]

Since all Lethal damage must be placed above Bashing damage on the damage track, you may need to convert existing Bashing damage into Lethal damage, then move the remaining Bashing damage below it.

Aggravated [A]
Aggravated damage represents injuries that are very difficult to heal, and sometimes are permanent.

       Examples include burns, acid damage, severed body parts, broken bones, and similar severe injuries.

       Aggravated damage may often come with other special modifiers.

       Aggravated damage is normally always placed at the top of the damage track and is marked with an [A].

Dice Modifiers & Keys

Keys

9-Again rule, 9 also count as a crit

 

Result =The final number of successes in a roll after modifiers.

Modifiers

 [A] Advantage - Difficulty 6, canceled by getting disadvantage
 [A+] Overwhelming Advantage - Difficulty 6, Cannot be removed by disadvantage
[D] Disadvantage - Difficulty 8, canceled by getting Advantage
[D+] Overwhelming Disadvantage - Difficulty 8, Cannot be removed by advantage

Having advantage and disadvantage at same time cancels out each other.
Having 2 advantages and 1 disadvantage gives you advantage.
Having 2 advantages and 1 Overwhelming Disadvantage gives you Disadvantage.
Having [A+] and [D+] cancels out each other.

More unusual modifiers are: 

 [+1d] Additional Dice - Adds dice to Dicepool

 [-1d] Reduced Dice - Removes dice from the Dicepool

[+1as] Automatic successes - Adds successes regardless of result

 [+1ss] Additional successes - Adds successes only to successful roll

[-1ss] Reduced Successes - Reduces the successes in any roll

Rerolls and Unrolls [RR] & [UR]

       [+1Rr] Reroll dice - May reroll any dice

       [-1Ur] Unroll dice - Reroll a success

       each dice in a dicepool may only be rerolled/unrolled once

       Unrolling and rerolling eliminate each other 1 to 1. 

*Examples use +1 or -1 but the number can vary. [+2d] means 2 dice added to dicepool, [Rr3] means 3 dice can be rerolled (but each dice only once).

Healing Damage

Healing Damage
At the first opportunity to rest after a combat scene, roll Stamina to reduce any Bashing damage you have taken by your successes.

Medical care may also be administered at this point if someone has the appropriate skill.

Medical Care

A person with Medicine or Survival as a skill may provide medical care to an injured character.

       If Survival is used you roll with [UR] on the entire dicepool.

       A successful roll removes a single (1) level of Lethal damage, regardless of how many successes are rolled.

       A botch causes the injured character to suffer one additional level of Bashing damage.

Long-Term Recovery
To heal further, you need to spend a full day recovering.

For each day you rest, you may roll Stamina to heal either one level of Lethal damage or a number of Bashing damage levels equal to your successes.

       This requires a warm and dry place to rest, and good access to food and water.

       If someone is taking care of you, you gain advantage on the roll.

       If you are travelling, for example by wagon or ship, you suffer disadvantage on the roll.

A knowledgeable person may also attempt to provide medical care once per day while the injured character is resting, you can not do medical care on yourself. 

Rules

2 - Combat

Iniative

Iniative

Combat: Attack & Defense

Combat: Attack, Defense & Damage

  1. Roll Initiative
  2. Act in initiative order, a character with higher initiative may choose to act later.
  3. Roll dice for the attack and the opponent may roll for defense if able.
  4. Roll for damage and the opponent rolls to soak.
  5. Note potential damage on your forms

Initiative is 1d10 + initiative value.

Soak reduces damage by your Stamina and armor value.

Attack
To attack someone:

       With a weapon roll Dexterity + Melee

       Unarmed Roll Dexterity + Brawl

       For ranged attacks, roll Dexterity + Archery.

Disruption

If you have taken damage earlier in the same round before making an attack, your attack is disrupted and your dice pool is reduced.

       -1 dice if you took lethal damage

       -2 dice if you took bashing damage

Defense
A character who is attacked and has at least one action available may choose to defend.

They roll their defense dice pool, and each success reduces the attacker’s successes by 1.

       If the defense roll reduces the attacker’s successes to 0 or less, the attack misses.

       You can parry, block or dodge up to 2 attacks per action spent on defence

       However, you always suffer disadvantage when fighting multiple opponents

       If a defence action is done with a split action you can only defend once

       Against a third attacker, or any additional attackers beyond that, you normally will have no defense

Rules

3 - Health and Damage

Damage

Damage
To calculate the damage of an attack, combine the successes from the attack roll with your Strength, then add the weapon’s damage.

Number of successes on the attack + Strength = damage dice pool

Result of the damage dice pool + weapon damage = total damage

Stamina & Armor
The target of the attack then rolls Stamina + Armor to reduce the damage.

Damage Types

Bashing [B] [\]
Bashing is generally received from attacks that have no cutting edge, such a fist a club, falling or brawling

       Bashing damage is non-lethal.
If you fill the N/A level with Bashing damage, you fall unconscious but not die.

       Bashing damage is always marked below Lethal damage on the damage track.

       Bashing damage is marked with a diagonal slash: []

       If all your health is filled with bashing/lethal damage and you receive more bashing convert existing bashing to lethal

Lethal [L] [X]
Damage that is done with cutting weapons or other devastating attacks that will kill you.

       Lethal damage is marked with a cross: [✕]

Since all Lethal damage must be placed above Bashing damage on the damage track, you may need to convert existing Bashing damage into Lethal damage, then move the remaining Bashing damage below it.

Aggravated [A]
Aggravated damage represents injuries that are very difficult to heal, and sometimes are permanent.

       Examples include burns, acid damage, severed body parts, broken bones, and similar severe injuries.

       Aggravated damage may often come with other special modifiers.

       Aggravated damage is normally always placed at the top of the damage track and is marked with an [A].

Healing Damage

Healing Damage
At the first opportunity to rest after a combat scene, roll Stamina to reduce any Bashing damage you have taken by your successes.

Medical care may also be administered at this point if someone has the appropriate skill.

Medical Care

A person with Medicine or Survival as a skill may provide medical care to an injured character.

       If Survival is used you roll with [UR] on the entire dicepool.

       A successful roll removes a single (1) level of Lethal damage, regardless of how many successes are rolled.

       A botch causes the injured character to suffer one additional level of Bashing damage.

Long-Term Recovery
To heal further, you need to spend a full day recovering.

For each day you rest, you may roll Stamina to heal either one level of Lethal damage or a number of Bashing damage levels equal to your successes.

       This requires a warm and dry place to rest, and good access to food and water.

       If someone is taking care of you, you gain advantage on the roll.

       If you are travelling, for example by wagon or ship, you suffer disadvantage on the roll.

A knowledgeable person may also attempt to provide medical care once per day while the injured character is resting, you can not do medical care on yourself. 

Rules

12 - Gaining and spending xp

Introduction

Freebie & XP cost Table

Character Creation

Attributes        14 (7/5/3)         Minimum in each category =2

Appearance   3

Ability                                            27 (13/9/5)      Minimum in each category =5

Backgrounds 5

Virtues              7

Core Virtue     1

Free points     16 (15)

Willpower        Courage

 

Kindred:

Disciplines     4

Humanity        Conscience + Self-Control

 

Awakened:

Quintessence                            Avatar value

Spheres           6                         

Arete                                               1

Spellcasting   7

Willpower        Courage + 3

 

Garou:

Gnosis                                           Breed

Rage                                               Auspice

Gifts                                               3 starting gifts (Breed/Auspice/Tribe)

Willpower       Tribe

 

Point Cost

Trait                                                                                                          Freebies          XP                                                    XP New

Attributes                                                                  5                                                       x4                                                     -

Ability                                                                                                      2                                                       x2                                                     3

Background                                                              1                                                       -                                                        -

 

Clan Disciplines                                                    7                                                       x5                                                     10

Common Discipline                                             8                                                       x7                                                     10

Other Clan’s Discipline*      9*                                                     x8                                                     20*

 

Blood Sorcery                                                                                      3                                                       x4                                                     7

Rituals                                                                                                     Level                                              -                                                        Level x 2

 

Virtue*                                                                                                     2                                                       x2                                                     -

Core Virtue*                                                            -                                                        x4                                                     -

Humanity*                                                               2                                                       x2                                                     -

Willpower                                                                 1                                                       x1                                                     -

 

Common Disciplines: Celerity, Might, Fortitude, Auspex, Animalism, Obfuscate, Dominate

 

*Other Clan’s Discipline: Normally not available at creation, only if you have a suitable backstory to why and this is approved by your ST.

 

*Virtues and humanity can only be raised with xp during a chronicle if the ST agrees that you have acted in a way that justifies/aligns with it.

Gaining Experience

 

Base:

       Showing up + 1xp

       Participation in a game session.

 

Player Extra:

       Characters Development + 1xp

       Did your character learn something new?

       Did your character succeed brilliantly at a task?

       Did your character screw up badly and hopefully learned from it?

       Progressing the Story + 1xp

       Do you think you figured something out?

       Did you make a new ally or enemy?

       Smart problem solving + 1xp

       Did you solve a problem by being clever

       Did you handle a dangerous event, using non-violent means?

       Risktaking + 1xp

       Did you risk your neck for some actual gain for the group

       Did you defeat a dangerous foe?

       Did you challenge or stand up to a hostile rival faction, coterie, or kin?

       Did you risk yourself to save a group member or ally?

       Role-playing + 1xp

       Making non-optimal choice for the sake of roleplaying

       Playing into a character flaw in a way that affects gameplay

 

Generally each point you gain increases the "requirement" for the next. You can gain 1-2 extra points doing fairly mundane acts, but if you want points 4, 5 then the ST should require you to do more extraordinary things.

 

Normally you will get only 1xp for each category, ie, you cannot get xp twice for risktaking.

 

Group bonus 1-3xp:

       Did you make a significant discovery or revelation?

       Did you resolve a mystery or a plot?

       Did you complete a story?

 

Rewarded to every one in the troupe equally when they achieve some milestone in the chronicle.

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