# [[42 Hunger Dice|Hunger Dice]]
For each level of [[41 Hunger|Hunger]] affecting a [[39 Vampires|vampire]] [[29 Characters|character]], they gain one Hunger die. Hunger dice are ten-sided, just like regular dice, but should be a different color than regular dice, so players can easily spot them in a pool. (We suggest red.) When a [[02 Roleplaying and Storytelling#The Players|player]] builds a [[23 Simple Tests#Pools|dice pool]] for a vampire character, they exchange regular dice from that pool for Hunger dice on a one-for-one basis.
$\quad$If the dice pool for the roll is lower than the character’s Hunger, simply roll a number of Hunger dice equal to the dice pool.
> [!recite] Example:
> *Erica wants to check a crime scene for clues. The [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] tells her to build a pool of [[32 Core Traits#Intelligence|Intelligence]] + [[32 Core Traits#Investigation|Investigation]]. She has 3 in both [[23 Simple Tests#Traits|Traits]], so her dice pool is six (Intelligence 3 + Investigation 3). Erica has Hunger 2, so she removes two dice from her pool and adds two Hunger dice to it. Her dice pool is still six dice, but two of the dice in the pool are Hunger dice.*
The exception: Characters never include Hunger dice in Checks, [[32 Core Traits#Willpower|Willpower]], or [[49 Humanity|Humanity]] dice pools.
$\quad$Hunger dice function as regular dice in tests and contests, scoring successes on a 6 or higher. Hunger dice can not be re-rolled by using Willpower, however, as the Hunger makes a mockery of the rational mind’s attempt to tame it. In addition, rolling a 0 (10) or 1 on a Hunger die carries additional consequences: [[42 Hunger Dice#Messy Critical|messy criticals]] and [[42 Hunger Dice#Bestial Failure|bestial failures]].
## Messy Critical
A [[23 Simple Tests#Dice Pool Results|critical win]] in which one or more 10s appears on a Hunger die is a messy critical. The character succeeds as in a regular critical – but like an animal would, not a being capable of foresight or self-control. [[10 Lexicon of the Damned#^TheBeast|The Beast]] scored the critical, perhaps, not you.
> [!recite] Example:
> *Your Hunger has driven you to greater than normal performance – at the cost of control. You killed the bouncer, but you clearly snapped his spine or tore out his throat. You opened the door by pulling it off its hinges. You found the right book and tore the rest of the bookcase down in your exultation. You eluded the guards by biting out the throat of the one who saw you before he could cry out, leaving a very informative corpse in your path.*
The [[02 Roleplaying and Storytelling#The Storyteller|Storyteller]] and the [[02 Roleplaying and Storytelling#The Players|player]] work together to decide on the level of success and the level of mess: by and large, they scale upward together. The following are results from a good, meaty mess:
- The character gains one or more Stains ([[49 Humanity#Stains|p. 239]]) from their monstrous action.
- The character breaches the [[06 The Camarilla#The First Tradition The Masquerade|Masquerade]], as they visibly demonstrate supernatural strength or speed, or leave gaping [[45 Slaking Hunger#Bite Attacks|bite]] wounds in a body.
- The character loses one dot from an [[35 Advantages|Advantage]]. For example, you might have totaled your Bugatti (squandering [[35 Advantages#Resources|Resources]]), crippled a [[35 Advantages#Retainers|Retainer]], offended an [[35 Advantages#Allies|Ally]], or just lost [[35 Advantages#Status|Status]] in court following your outburst. Although the character still needs to spend time (in a later scene or in the background) to take action to repair the dot, the Storyteller can allow the loss to recover more quickly than other vanished dots.
- If none of the above conditions fit the narrative, such as on stealth or awareness tests, the character must act out a [[43 Compulsions|Compulsion]], or the test fails completely as the Beast clouds their senses.
> [!recite] Example:
> *Wanda scores a messy critical when using the Precognition power (see [[55 Auspex#Premonition|p. 249]]). As she gains the information she looks for with startling clarity, the vision is cut short by a glimpse of herself indulging her most bestial urges, and she receives one Stain.*
You do not roll Hunger dice on a [[32 Core Traits#Willpower|Willpower]] roll or on a [[49 Humanity|Humanity]] roll, so you cannot get a messy critical on these rolls.
## Bestial Failure
A failed roll (not enough successes to reach the [[23 Simple Tests#Difficulties|Difficulty]] or to beat an opposing contestant’s number of successes) in which one or more Hunger dice come up a 1 is a bestial failure. Either the character failed because their [[10 Lexicon of the Damned#^TheBeast|Beast]] manifested inopportunely or excessively, or the character’s failure angered their Beast into manifesting inopportunely or excessively. The following are good results from a bestial failure:
- The character must act out a [[43 Compulsions|Compulsion]], as the [[46 The Blood|Blood]] starts to subtly dictate their actions.
For players new to the game or troupes that want their characters less prone to acting on urges, choose one of the options below instead:
- The character loses a dot in an [[35 Advantages|Advantage]] as on a messy critical.
- The character suffers one or more points of Aggravated Health [[25 Conflicts#Damage|damage]]. This result works well for bestial failures on resistance rolls, as the character breaks out in bloody sweat from the stress.
- If no-one in the troupe can come up with a good idea, the [[41 Hunger|Hunger]] increases by one. If this result would take their Hunger above 5, the character immediately rolls to resist hunger frenzy ([[46 The Blood#Frenzy|p. 220]]) at Difficulty 4.
**Remember**: if your roll succeeds anyway, you can’t get a bestial failure, no matter how many Hunger dice come up 1s.
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