NOTE: All things on this sheet are subject to the caveat "Unless you have a specific power that you know says different". Refs trust players to know thier specific exceptions to any rule, and will call you. EG: All characters have 1 hit per location. Gweths "have a specific power that says different" - Toughness - which gives them extra hits per location. OC calls ======== "Man Down": This is the most important call in the system, hence it is at the top. This is a safety call to be used ONLY when there is an OC injury. Once the call is made, only a Ref or First Aider should move. "Time Stop": This call is usually accompanied by a reason for the stoppage. All characters should freeze in place, and be ready to avoid OC obstructions such as "car" or "mop". "No effect": The target of your effect has simply shrugged off the effect. You can percieve that whatever you did had no effect on the target. If your effect was visible, such as damage, others may also percive this immunity. Basics ====== All characters have 1 hit per location. You have 6 locations, Head, Torso, 2x Arms, 2x Legs Damage is dealt by weapons (called by adversary) as follows: 'Stun': May be prefixed to any grade of damage. This damage heals without any expenditure after 10 seconds per point of damage. 'Through': May be prefixed to any grade of damage. The damage avoids armour. 'Undodgable': May be prefixed to any grade of damage. The damage is undodgable. 'Single': Basic damage. May be omitted, but usually called out of curtesy. Applies one point of damage (stopped by armour) to location struck. 'Double': 2 points of damage (stopped by armour) to location struck. 'Crush': 4 points of damage (stopped by armour) to location struck. Knocks you off your feet. 'Critical': 4 points of damage (stopped by armour) to location struck, and 1 point of damage (stopped by armour) to each adjacent location. Knocks you off your feet. Any weapon may be wielded by a character and delivers a 'single' point of damage. After being struck, the full damage of a blow may be avoided by calling a 'dodge'. In order to call a dodge, you must be aware of the blow, and have a power which grants dodges. Damage applied to your person may never reduce a location below 0 hits. A location at 0 hits is considered 'inactive' and unusable. If a location remains at 0 for 5 minutes, it turns to dust. If this is your head or torso, thou art dead. Armour damage may not be healed A single blood point spent heals a single point of damage, after 10 seconds. If you are staked, you become immobile and may not spend blood or willpower In order to stake a target, you are required to spend 10 seconds phys-repping hammering a stake into thier chest. This action may be stopped by armour, and inflicts 1 point of damage per 10 seconds upon armour. This action causes no damage to a vampire. Removing a stake inflicts 1 point of damage to the chest location, and can be simply pulled out. Mind Effects ============ There are lots of mind effects in VIP, unfortunately, there is no hard and fast rule for what is or isn't a mind effect. Generally, if the effect shouted at you is a command such as 'do this' or 'throw me that', it is mind affecting. Any mind effect may be resisted by the expenditure of 3 willpower, and a gesture or call of 'Resist'. You are aware that you have had to resist, and the cause of the effect knows that you have resisted. A mind effect preceded by the word 'Superior' may not be resisted. In order to regain willpower, 2 blood points may be spent to regain 1 willpower. Non-Mind Range effects ====================== Several things (usually guns or Dewin), may do non-mind affecting effects at range. Guns inflict normal damage similar to melee weapons, but may not be dodged, and is to location stated, not struck. Dewin are a bit more problematic. 'Dart': Applies one point of magical damage (stopped by armour) to location stated. 'Bone break': Applies 4 points of magical damage (stopped by armour) to location stated. Knocks you off your feet. 'Spontaneous Combustion': Applies one point of magical damage (stopped by armour) to all locations. All locations are also set on fire, and will burn at the rate of 1 point of damage per 10 seconds. 'Bolt': Applies two points of magical damage (stopped by armour) to location stated. Other effects ============= This is by no means an exhaustive list of what does what. VIP is a game of mystery, and if we list all the effects, there would be no mystery. That being said, most 'combat' effects expect you to do what they say on the tin. "fear me" would expect you to run away (mind affecting). "Freeze" would expect you to freeze in space (mind affecting). Most other effects are 'non-combat', hence you will have an opportunity to ask what they do. If you don't know what an effect does when it hits you - Do something sensible in combat (such as just run or fall over) or ASK if it's in non-combat. Don't forget to tell your friends what you were hit with and what the answer was. If you encounter something you don't think is possible, don't panic. The refs trust players to know what they can or can't do, and some of it does directly contradict rules of reality/ expectation. If you think a player is doing something that they shouldn't, don't have it out with the player. Tell a ref, who will go and have a word with the player. If a monster does something you don't expect, the same is true. Please quiz a ref as to any special abilities you may be able to detect on the monster's corpse.