Set your pool, Hunger and Difficulty, then roll.
Your pool is Attribute + Skill. As many of its dice as your Hunger are Hunger dice. Each 6 or higher is a success and each pair of 10s counts as four. You win if your successes equal or beat the Difficulty.
Exact Odds
Worked out from every way the dice can land, not by simulation. Each die succeeds half the time.
| Result | Chance |
|---|
A critical win is a win with at least one pair of 10s. It is messy if a Hunger die shows one of those 10s. A bestial failure is a failed roll with a 1 on a Hunger die; a 1 on a Hunger die in a successful roll does nothing. The Willpower line assumes you reroll your failed regular dice, up to three of them.
Rouse Checks and Hunger
A Rouse check is one die: 6 or higher and nothing happens, 5 or lower and your Hunger goes up by 1, a 50% chance. Higher Blood Potency lets you reroll the Rouse check for low-level Discipline powers, which brings the risk down to 25%. At Hunger 5 you cannot Rouse the blood by choice, and a forced Rouse that fails means a hunger frenzy test. Feeding lowers Hunger, but only killing a mortal takes it below 1. This tracker shares its Hunger with the test above.
Resisting Frenzy
Roll your current Willpower (what you haven't spent) plus a third of your Humanity, rounded down, against a Difficulty the Storyteller sets from the provocation, usually 2 to 4. There are no Hunger dice in this roll, and you can't use Willpower to reroll it.
The Remorse Roll
At the end of a session in which you took Stains, roll one die for each Humanity box that is neither filled nor stained. Any success and you feel remorse: the Stains clear. No successes and you lose 1 Humanity. Either way, the Stains are then cleared.
Where to Go Next
- Core Rules: Pools, Hunger, criticals and frenzy in full.
- Feeding & Frenzy: Hunting, the Beast and the cost of keeping it fed.
- Playing Vampire Solo: The same dice turned into a yes/no oracle.