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  1. Vampires Cheat Sheet:
  2.  
  3. Obfuscate:
  4. 1 Cloak of Shadows: No Roll / No BP - has to be in cover / shadow, still, silent
  5. 2 Unseen Presence: No Roll / No BP - Wits+Stealth (5, Diff [ST]) if circumstance suggest to reveal himself
  6. 3 Mask of the Thousand Faces: No BP - Manipulation+Performance (7, Diff 7) (S. 193)
  7.  
  8. Potence:
  9. 1-5: Get Str-Dice Rolls
  10.  
  11. Celerity:
  12. 1-5: Get Dex-Dice Rolls, spend 1-nBP to get 1-n more Action but lose 1-n Dex-Dice Roll this turn.
  13.  
  14.  
  15. Spending Willpower:
  16. 1 Point: One Automatic Success (Must declare use before roll)
  17. 1 Point: Overcome Instinct/Urge/Derangement for 1 Scene
  18. 1 Point: Ignore Wound Penalty for 1 round
  19.  
  20.  
  21. Spending Blood Points:
  22. 1 Point: Appear Human for 1 Scene
  23. 1 Point: Increase Physical Attribute by 1 (to a max of max. Trait Rating+1) for 1 scene
  24. 1 Point: Heal a level of Bashing/Lethal damage, takes 1 full turn
  25. 5 Point: Heal one point of aggravated damage, needs one full day of rest
  26. 5 Point: Heal an additional level of aggravated damage, needs one full day of rest and 1 Willpower Point
  27.  
  28.  
  29. Maneuver Complications:
  30. Blinded: +2 dice to attack rolls made against a blinded target
  31. Blind characters get +2 diff on all actions
  32.  
  33. Dazed: If damage successes > stamina (mortals), stamina+2 (supernaturals) after soak, victim = dazed.
  34. Dazed char must use next turn to shake it off
  35.  
  36. Immobilization: +2 dice to attack rolls made against immobilized targets that are still struggeling
  37. Attacks hit automatically if target is completely immobilized
  38.  
  39. Knockdown: Make Dex+Athletics check, if success, target get back on her feet, but -2 initiative next round.
  40. If failed, use next round to get on feet
  41. If botched, fall down and get an automatic health level of bashing damage
  42.  
  43. Stake->Heart: If staked, vampire is paralyzed, but thinking, can't use Bloodpoints.
  44. To stake, target Heart (diff 9) and inflict at least 3 health levels of damage with stake
  45.  
  46.  
  47. Close Combat Maneuvers Table:
  48. Maneuver Traits Accuracy Difficulty Damage
  49. Bite Dex+Brawl +1 Normal Str+1, Aggravated
  50. Block Dex+Brawl Special Normal None, reduce opponent attack successes
  51. Claw Dex+Brawl Normal Normal Str+1, Aggravated
  52. Clinch Str+Brawl Normal Normal Str, carries over on successive turns
  53. Disarm Dex+Melee Normal +1 Special
  54. Dodge Dex+Athletics Special Normal None, reduce opponent attack successes
  55. Hold Str+Brawl Normal Normal None, carries over on successive turns
  56. Kick Dex+Brawl Normal +1 Str+1
  57. Parry Dex+Melee Special Normal None, reduce opponent attack successes
  58. Strike Dex+Brawl Normal Normal Str
  59. Sweep Dex+B/M Normal +1 Str, causes knockdown
  60. Tackle Str+Brawl Normal +1 Str+1, causes knockdown
  61. Weapon Dex+Melee Normal Normal Weapon
  62.  
  63.  
  64. Ranged Combat Maneuvers Table:
  65. Maneuver Traits Accuracy Difficulty Damage
  66. Automatic Fire Dex+Firearms +10 +2 Special
  67. Multiple Shots Dex+Firearms Special Normal Weapon
  68. Strafing Dex+Firearms +10 +2 Special
  69. 3-Round Burst Dex+Firearms +2 +1 Weapon
  70. Two Weapons Dex+Firearms Normal +1/off-hand Weapon
  71.  
  72.  
  73. Precision Attacks:
  74. Size Difficulty Damage Mod
  75. Medium +1 No
  76. Small +2 +1
  77. Tiny +3 +2
  78.  
  79. Cover
  80. Type Example Difficulty
  81. Light Lying prone +1
  82. Good Behind Wall +2
  83. Superior Only head exposed +3
  84.  
  85.  
  86. Weapons:
  87. Close:
  88. Name Blunt Damage Concealment
  89. Sap Yes Str+1 Pocket
  90. Club Yes Str+2 Trenchcoat
  91. Knife No Str+1 Jacket
  92. Sword No Str+2 Trenchcoat
  93. Axe No Str+3 No
  94. Stake No Str+1 Trenchcoat
  95.  
  96.  
  97. Ranged:
  98. Name Damage Fun Range Rate Capacity Concealment
  99. Light Revolver 4 No 12 3 6 Pocket
  100. Heavy Revolver 6 No 35 2 6 Jacket
  101. Light Pistol 4 No 20 4 15+1 Pocket
  102. Heavy Pistol 5 No 25 3 13+1 Jacket
  103. Rifle 8 No 200 1 3+1 No
  104. Small SMG 4 Yes 20 3 17+1 Jacket
  105. Large SMG 4 Yes 50 3 30+1 Trenchcoat
  106. Assault Rifle 7 Yes 15 3 30+1 No
  107. Shotgun 8 No 20 1 5+1 Trenchcoat
  108. SA Shotgun 8 No 20 3 6+1 Trenchcoat
  109. Crossbow 5 No 20 1 1 Trenchcoat
  110.  
  111.  
  112. Armor:
  113. Example Class Rating Penalty
  114. Thick Clothing One 1 0
  115. Armor T-Shirt Two 2 1
  116. Kevlar Vest Three 3 1
  117. Flak Jacket Four 4 2
  118. Full Riot Gear Five 5 3
  119. Armor adds soak rating vs. bashing / lethal / aggravated from fangs and claws
  120.  
  121.  
  122. Difficulties:
  123. Rating Difficulty
  124. Three Trivial
  125. Four Easy
  126. Five Straightforward
  127. Six Standard
  128. Seven Challenging
  129. Eight Difficult
  130. Nine Extremely difficult
  131.  
  132.  
  133. Degrees of Success:
  134. Rating Success
  135. One Marginal
  136. Two Moderate
  137. Three Complete
  138. Four Exceptional
  139. Five+ Phenomenal
  140.  
  141.  
  142.  
  143.  
  144. Awaken: Humanity (4, Diff 8)
  145. Awaken to Danger: Perc+Auspex (3, Diff 8)
  146. Driving: Dex+Drive (4+1, Diff 6)
  147. Initiative: Dex+Wits (5+1)
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