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- Vampires Cheat Sheet:
- Obfuscate:
- 1 Cloak of Shadows: No Roll / No BP - has to be in cover / shadow, still, silent
- 2 Unseen Presence: No Roll / No BP - Wits+Stealth (5, Diff [ST]) if circumstance suggest to reveal himself
- 3 Mask of the Thousand Faces: No BP - Manipulation+Performance (7, Diff 7) (S. 193)
- Potence:
- 1-5: Get Str-Dice Rolls
- Celerity:
- 1-5: Get Dex-Dice Rolls, spend 1-nBP to get 1-n more Action but lose 1-n Dex-Dice Roll this turn.
- Spending Willpower:
- 1 Point: One Automatic Success (Must declare use before roll)
- 1 Point: Overcome Instinct/Urge/Derangement for 1 Scene
- 1 Point: Ignore Wound Penalty for 1 round
- Spending Blood Points:
- 1 Point: Appear Human for 1 Scene
- 1 Point: Increase Physical Attribute by 1 (to a max of max. Trait Rating+1) for 1 scene
- 1 Point: Heal a level of Bashing/Lethal damage, takes 1 full turn
- 5 Point: Heal one point of aggravated damage, needs one full day of rest
- 5 Point: Heal an additional level of aggravated damage, needs one full day of rest and 1 Willpower Point
- Maneuver Complications:
- Blinded: +2 dice to attack rolls made against a blinded target
- Blind characters get +2 diff on all actions
- Dazed: If damage successes > stamina (mortals), stamina+2 (supernaturals) after soak, victim = dazed.
- Dazed char must use next turn to shake it off
- Immobilization: +2 dice to attack rolls made against immobilized targets that are still struggeling
- Attacks hit automatically if target is completely immobilized
- Knockdown: Make Dex+Athletics check, if success, target get back on her feet, but -2 initiative next round.
- If failed, use next round to get on feet
- If botched, fall down and get an automatic health level of bashing damage
- Stake->Heart: If staked, vampire is paralyzed, but thinking, can't use Bloodpoints.
- To stake, target Heart (diff 9) and inflict at least 3 health levels of damage with stake
- Close Combat Maneuvers Table:
- Maneuver Traits Accuracy Difficulty Damage
- Bite Dex+Brawl +1 Normal Str+1, Aggravated
- Block Dex+Brawl Special Normal None, reduce opponent attack successes
- Claw Dex+Brawl Normal Normal Str+1, Aggravated
- Clinch Str+Brawl Normal Normal Str, carries over on successive turns
- Disarm Dex+Melee Normal +1 Special
- Dodge Dex+Athletics Special Normal None, reduce opponent attack successes
- Hold Str+Brawl Normal Normal None, carries over on successive turns
- Kick Dex+Brawl Normal +1 Str+1
- Parry Dex+Melee Special Normal None, reduce opponent attack successes
- Strike Dex+Brawl Normal Normal Str
- Sweep Dex+B/M Normal +1 Str, causes knockdown
- Tackle Str+Brawl Normal +1 Str+1, causes knockdown
- Weapon Dex+Melee Normal Normal Weapon
- Ranged Combat Maneuvers Table:
- Maneuver Traits Accuracy Difficulty Damage
- Automatic Fire Dex+Firearms +10 +2 Special
- Multiple Shots Dex+Firearms Special Normal Weapon
- Strafing Dex+Firearms +10 +2 Special
- 3-Round Burst Dex+Firearms +2 +1 Weapon
- Two Weapons Dex+Firearms Normal +1/off-hand Weapon
- Precision Attacks:
- Size Difficulty Damage Mod
- Medium +1 No
- Small +2 +1
- Tiny +3 +2
- Cover
- Type Example Difficulty
- Light Lying prone +1
- Good Behind Wall +2
- Superior Only head exposed +3
- Weapons:
- Close:
- Name Blunt Damage Concealment
- Sap Yes Str+1 Pocket
- Club Yes Str+2 Trenchcoat
- Knife No Str+1 Jacket
- Sword No Str+2 Trenchcoat
- Axe No Str+3 No
- Stake No Str+1 Trenchcoat
- Ranged:
- Name Damage Fun Range Rate Capacity Concealment
- Light Revolver 4 No 12 3 6 Pocket
- Heavy Revolver 6 No 35 2 6 Jacket
- Light Pistol 4 No 20 4 15+1 Pocket
- Heavy Pistol 5 No 25 3 13+1 Jacket
- Rifle 8 No 200 1 3+1 No
- Small SMG 4 Yes 20 3 17+1 Jacket
- Large SMG 4 Yes 50 3 30+1 Trenchcoat
- Assault Rifle 7 Yes 15 3 30+1 No
- Shotgun 8 No 20 1 5+1 Trenchcoat
- SA Shotgun 8 No 20 3 6+1 Trenchcoat
- Crossbow 5 No 20 1 1 Trenchcoat
- Armor:
- Example Class Rating Penalty
- Thick Clothing One 1 0
- Armor T-Shirt Two 2 1
- Kevlar Vest Three 3 1
- Flak Jacket Four 4 2
- Full Riot Gear Five 5 3
- Armor adds soak rating vs. bashing / lethal / aggravated from fangs and claws
- Difficulties:
- Rating Difficulty
- Three Trivial
- Four Easy
- Five Straightforward
- Six Standard
- Seven Challenging
- Eight Difficult
- Nine Extremely difficult
- Degrees of Success:
- Rating Success
- One Marginal
- Two Moderate
- Three Complete
- Four Exceptional
- Five+ Phenomenal
- Awaken: Humanity (4, Diff 8)
- Awaken to Danger: Perc+Auspex (3, Diff 8)
- Driving: Dex+Drive (4+1, Diff 6)
- Initiative: Dex+Wits (5+1)
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