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Vampire the Masquerade

Compendium

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Rouse checks and using the Blood

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Hunger increases whenever a player fails a Rouse check, and decreases when the vampire feeds. Rouse checks are made whenever the vampire uses its Blood, and every evening when it rises from sleep. To make a Rouse check, simply roll one die, and if isn’t a success, the vampire’s Hunger increases by one.

Vampires can use the Blood to get an extra die on any roll, and to power their inhuman abilities, called Disciplines (each player character’s Disciplines are described on their character sheet). 

Example: Paul wants a little extra on a roll to escape some hunters, and uses the Blood to get an extra die. After the roll, regardless of success or failure rate, the player rolls a single die and increases Paul’s hunger by one if it shows 1-5.

Example: Juana wishes to use Feral Whispers (see Juana’s description in the appendix) to ask the rats in an area to warn the coterie if someone approaches. Feral Whispers has a cost of one Rouse check, so Juana’s player rolls a single die and increases Juana’s hunger by one if it shows 1-5.

If Hunger is already at 5, the vampire can no longer take voluntary Rouse checks.
No matter the result of the Rouse check, the desired effect (using a Discipline power, mending damage or adding the extra die) always triggers. The Rouse check only determines if Hunger increases as a result. If it does, add the Hunger dice after the effect resolves.

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