8
I.....".;;~--- .-Melee Weapons Chart~~~~~~~~ Type .Damage. Size Cost Special Sap I (B) I Knockout (p. 168) Brass Knuc kles I (B) nla Brawl*' C lu b ( wo od ) 2 (8) 2 n la Ma ce (metal) 3 ( BJ · Knife I (l) I Rapier 2 (l) 2 •• Sword 3 (l) 2 •• Katana 3 (l) 2 ••• Greatsword] 4 (l) 3 ••• SmallAx 2 (l) Large Axt 3 (l) 3 •• Great Ax 5 (l) 4 ••• Stake*** . I (l) ,I nla Spear] 3 (l) + I Defense**** Type:Yourcharacter may use many other types of weapons (meat cleavers, halberds, hammers). Use the traits from the above lists that best approximate those weapons. See p. 136 for determining the traits of improvised weapons. Note th t improvised weapon s automaticallysuffer a -I penalty. Damage: The number of bonus dice added [ 0dice pools when using the weapon. The type of damage inflicted s a ls o in di ca te d: ag gr av ate d ( A) , l eth al ( l) o r b as hi ng ( 6) . Size: I ::::Can be hidden in hand, 2 ::::Can be hidden in coat, 3+ ::::Cannot be hidden. Size is also used to indicate the minimum Strength needed to use a weapon effectively.A wielder with a lower Strength suffers a -I penalty on attack r olls. Cost:The minimum dots in the Resources Merit usually required to purchase the weapon.The "n/a" entry indi- cates that the item can be created rather than purchased. t This weapon requires two hands. ,If'Used one-handed, the Strength requirement increases by one. You need a Strength of 4 to wield a greatsword one-handed without penalty, for example. * Th is w eap on u ses th e Br aw l S kil l i ns te ad o fWe ,a po nr y. * * K ata nas a re w el l- cr af ted s wo rd s. Th ey d o n ot b re ak e as i.l y.S ee " Ta rg et in g I tem s, ' p .1 3S . ***The attacker must target the heart (-4 penalty) and do a minimum of three points of damage in a single attack. ****The spear-wielder g ins a+ I Defense bonus when fighting unarmed targets due to his weapon's superior reach, allowing him to kee a greater distance from a foe. A rmo r p ie rci ng I (p , 167) D ur ab il it y + 1 ** 9 again (p . 134) 9 again (p . 134) Armor Chart Class Rating Strength Defense Speed Cost. Modern Reinforce d/ thic dothing I/O I 0 0 nla Ke vlar vest" (thin) 1 1 2 I 0 0 :Flakjacket* 2 /3 1 -I 0 . . Fullri ot gear" 3 T 4 2 -2 •I ••• Archaic leath er (hard) I/ O 2 I 0 Chainmail 2 11 3 -2 -2 Plate 3 /2 4 -2 -3 * This type of armor i s b ul le tp ro of . Rating : A rmor provides two kinds of protect on: against general attacks and against Firearms attacks. The num- ber before the lash is armor rating for most kinds of attacks (for close combat and thrown ranged attacks, whether ba hing, lethal or perhaps aggravated).The second number is for Firearms attacks - guns and bows. Bulletproof armor (kevlar vest, flak jacket and full riot gear) also downgrades damage done in Firearms attacks from lethal t o bashing. Strength:Armor is ften heavy and cumbersome. Ifyour character does not have suffi.cient Strength to wear it, she cannot perform at peak efficiency. Ifyour character's Strength is lower than that required for armor worn, her Brawl and W aponry attacks suffer a - [ penalty. Defense:The penalty imposed' on your character's Defense trait for the armor worn. S eed: The penalty imposed on your character's Speed trait for the armor worn. Cost; The rrtlnirnum dots in the Resources Merit usually required' to purchase the armor, Electrocution Source Min or ; w all s ock et Major; protective fen ce Severe; junction box Fatal; main line feed! subway rail Size ofFir e Torch Bonfire Inferno Fire D e t Damage I 2 3 eat of Fire Candle (first-degree burns) Torc h (sec ond -degre e burn: Bu ns en b ur ner (third-degree burns) Chemical fire!molt.en metal Poisons an d PoisonlToxin Ammonia (inhal at ion) Blea ch (ingestion) Cy an id e ( in ges tio n or inhaati! Drug/Akohol Abuse (ingesti on, inha la tion, inject;, Salmonella (ingestion) Venom (injection or ingestic Power Finesse Resistance

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Page 1: World of Darkness,New Storyteller Screen 2006

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...".;;~---_.-Melee Weapons Chart~~~~~~~~ype .Damage. Size Cost Special

ap I (B) I Knockout (p. 168)

ass Knuckles I (B) nla Brawl*'

ub (wood) 2 (8) 2 n la

ace (metal) 3 ( B J 2··nife I(l) I

apier 2 (l) 2 ••

3 (l) 2 ••

atana 3 (l) 2 •••

reatsword] 4 (l) 3 •••

2 (l) I·

arge Axt 3 (l) 3 ••Axt 5 (l) 4 •••

take*** . I (l) ,I nla

pear] 3 (l) 4· + I Defense****

ype:Yourcharacter may use many other types of weapons (meat cleavers, halberds, hammers). Use the traits

rom the above lists that best approximate those weapons. See p. 136 for determining the traits of improvised

eapons. Note that improvised weapons automaticallysuffer a -I penalty.

amage: The number of bonus dice added [0dice pools when using the weapon. The type of damage inflicted is

so indicated: aggravated (A),lethal (l) or bashing (6).

ize: I ::::Can be hidden in hand, 2 ::::Can be hidden in coat, 3+ ::::Cannot be hidden. Size is also used to indicate

he minimum Strength needed to use a weapon effectively.A wielder with a lower Strength suffers a -I penalty

n attack rolls.ost:The minimum dots in the Resources Merit usually required to purchase the weapon.The "n/a" entry indi-

ates that the item can be created rather than purchased.

This weapon requires two hands. ,If'Used one-handed, the Strength requirement increases by one. You need a

trength of 4 to wield a greatsword one-handed without penalty, for example.

his weapon uses the Brawl Skillinstead ofWe,aponry.

Katanas are well-crafted swords. They do not break easi.ly.See "Targeting Items,' p.13S.

**The attacker must target the heart (-4 penalty) and do a minimum of three points of damage in a single attack.

***The spear-wielder gains a+ I Defense bonus when fighting unarmed targets due to his weapon's superior

each, allowing him to keep a greater distance from a foe.

Armor piercing I (p , 167)

Durability + 1**

9 aga in (p . 134 )

9 aga in (p . 134 )

Armor ChartRating Strength Defense Speed Cost.

inforced/thick dothing I/O I 0 0 nla

vlar vest" (thin) 1 1 2 I 0 0

2 /3 1 -I 0 . .ll riot gear" 3T4 2 -2 • I •••

eather (hard) I/ O 2 • I 0

2 1 1 3 -2 -2

3 /2 4 -2 -3

This type of armor is bulletproof.

ating:Armor provides two kinds of protection: against general attacks and against Firearms attacks. The num-

er before the slash is armor rating for most kinds of attacks (for close combat and thrown ranged attacks,

hether bashing, lethal or perhaps aggravated).The second number is for Firearms attacks - guns and bows.

ulletproof armor (kevlar vest, flak jacket and full riot gear) also downgrades damage done in Firearms attacksom lethal to bashing.

trength:Armor is often heavy and cumbersome. Ifyour character does not have suffi.cient Strength to wear it,

he cannot perform at peak efficiency. Ifyour character's Strength is lower than that required for armor worn,

er Brawl and Weaponry attacks suffer a - [ penalty.

efense:The penalty imposed' on your character's Defense trait for the armor worn.

peed: The penalty imposed on your character's Speed trait for the armor worn.

ost; The rrtlnirnum dots in the Resources Merit usually required' to purchase the armor,

ElectrocuSource

Minor; wall socket

Major; protective fen

Severe; junction box

Fatal; main line feed!

subway rail

Size of Fire

Torch

Bonfire

Inferno

FireDam

I

2

3

Heat of Fire

Candle (first-degree

Torch (second-degree

Bunsen burner

(third-degree burns)

Chemical fire!molt.en

PoisonPoisonlToxin

Ammonia (inhalation)

Bleach (ingestion)

Cyanide (ingestion or

Drug/Akohol Abuse

(ingestion, inhalation,

Salmonella (ingestion)

Venom (injection or

Use

Power

Finesse

Resistanc

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xin sToxicity

.3

4

7

3 to 7

23 to 8

Damage: Indicates the number of bonus dice added to your dice pool for using the weapon. Firearms deliver

lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as vam

pires, which suffer only bashing damage from conventional firearms.

Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a -2 and

-4 penalty, respectively .

Clip: The number of shells a gun can hold - a "+ 1" indicates a bullet can be held in the chamber, ready to fir

Strength: The minimum Strength needed to use a weapon effectively, A wielder with a lower Strength suffers

-1 penalty on attack rolls.

Size: 1 '" Can be hidden in hand, 2"" Can be hidden in coat, 3 '" Cannot be hidden on one's person

Cost: The minimum dots in the Resources Merit usually required to purchase the weapon,

t This weapon requires two hands, If used one-handed, the Strength requirement increases by one, You need

Strength of 4 to wield a shotgun one-handed without penalty, for example,* Indicates that the weapon is capable of aurofire (short bursts, medium bursts and long bursts - see p. 160,)

** Crossbows require three turns to reload, A character may use a crossbow to attempt to stake a creature with

targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack),

*** 9 again (see p ,. 134)

Instant Action Results

A single chance roll is made 'and a Iesults

No successes achieved on the roll

One or more successes achieved on the roll

Five or more successes achieved on the roll

Physical

Strength

Dexterity

Stamina

Social

Presence

Manipulation

Composure

Dramatic Failure

Failure

Success

Exceptional success

_j

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e One: Initiative

veryone rolls Initiative: The result of a die roll + Dexterity + Composure. The character

h the highest Initiative performs her action first. Or you may yield your character's action

l later in the Initiative queue or intra the next tum.

e Two: Attack

narmed close combat: Strength + Brawl, minus target's Defense and armor

rmed clo e combat: Strength + Weaponry, minus target's Defen e and armor

anged combat (guns and bows): Dexterity + Firearms, minus target' armor

anged combat (thrown weapons): Dexterity + Athletics, minus target's Defense and armor

bonus dice based on weapon used or effect performed, and then subtract penalties for

umstance conditions. Roll your remaining pool. Each success equates to a Health point of

age inflicted, the type of which is determined by the nature of the attack.

Storyteller describes the attack and wound innarrative terms.

sible Modifiers

ming: +1 per tum to a +3 maximumll-Out Attack: +2 with Brawl or Weaponry attack; lose Defense

rmor Piercing: Ignores amount of target's armor equal to item's own rating

utofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending Story-

er approvaL A +J bonus is applied to each attack roll; -1 per roll for each target if there's

re than one

utofire Medium Burst: 1 0 or so bullets at one to three targets, with a +2 bonus to each

ck roll; -1 per rol l for each target if there's more than one

utofire Short Burst: Three bullets at a single target with a + 1 bonus to the roll

oncealment: Barely -1; partially -2; substantially -3; fully, see "Cover"

odge: Double target's Defense

rawing a Weapon: Requires ne action (one tum) without a Merit, and could negate

iring from Concealment: Shooter's own concealment quality (-1, -2 or -3) reduced byas a penalty to fire back (so, no modifier, -Lor -2)

ffhand Attack: -2 penalty

rone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within

e-combat distance

ange: -2 at medium range, -4 at long range

hooting into Close Combat: -2 per combatant avoided in a single shot (not applicable

tofire)

pecified Target: Torso -I, leg or arm -2, head -3, hand -4, eye-5

urprised or Immobilized Target: Defense doesn't apply

ouching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor mayor may not

y, Defense does apply

illpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or

Defense) in one roll or instance

C o n c e a l m e N t D~qsarely concealed: -1 (Example: crouching behind an office chair)

artially concealed: -2 (hiding behind the hood of a car, but with upper b dyexposed)

ubstantially concealed: -3 (crouching fully behind a car, or poking up out of a foxhole)

ompletely covered: Completely protected by an intervening barrier (all shots hit the

er automatically)

Modifer Bonuses

and PenaltiesBonus

+1

+2

+3

+4

+5

Degree of Cballenge

A helping hand

A walk in the park

Nothing to it

Easy as pie

You can do i t in

your sleep

Penalty Degree of Cballenge

-1 A minor obstacle

-2 A hard time

-3

-4

-5

A trying task

It's demanding

Sorely tested

Grappling Summary• Roll Strength + Brawl - op

nent's Defense for attacker to g

grip on target.

• Target's next action can be d

cated to breaking free. RoB Stren

+ Brawl - attacker's Strength.

successes indicate breaking free

Or, the target can attempt to a

an overpowering maneuver to

attacker, participating in the g

ple rather than trying to breakRoll Strength + Brawl - attack

Strength. Any successes allow

maneuver.

• If the attacker's grip on the

get persists, and he is free to do

the attacker can try to apply

overpowering maneuver to the

tim. Roll the attacker's trengt

Brawl - opponent's Strength.

successes allow a maneuver.

• Possible maneuvers. Choose

Render opponent prone

Damage opponentImmobilize opponent

Draw weapon

Attack with drawn weapon

Turn a drawn weapon

Disarm opp nent

Use opponent as protection f

ranged attacks

Attempting to break free is alw

an option instead of performing

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Feats of Strength Chart

E x t e r d e d A~ons Strength Feat Lift

1 Lift a chair 401bs.ce of Activity TIme per Roll 2 Lift a large dog 1001bs.

I urn (3 seconds) 3 Lift a public mailbox 250 \bs.10 minutes 4 Lift a wooden crate 400 tbs.30 minutes 5 Lift a coffin 6501bs.I hour 6 Lift a refrigerator 800 tbs.1 day 7 Overturn a small car 9001bs.1 weekor month 8 Lift a motorcycle 1000 lb.

9 Overturn a mid-sized car 12001b .allenge Target Number 10 Lift a large tree trunk 15001b .

5 11 Overturn a full-sized car 2000 lb.rying 10 12 Lift a wrecking ball 3000 lbs.

15 13 Overturn a station wagon 4000lbs20 14 Overturn a van 5000 lbs.2 5 15 Overturn a truck 60001bs.

pe of Shot

(short burst)

rofire (medium burst)"

utofire (long burst)"

Roll

Dexterity + Firearms

exterity + Firearms

Dexterity + Firearms

Dexterity + Firearms

Modifier Bonus

+It

+2t

+3t

-1 penalty for each target when more than one IS fired at. Separate dice pools are rolled

ain t each target in the attack. Modifiers for each target' range, armor and/or concealment

ply to individual dice pools.

Dice bonuses for using autofire are in addition to the equipment bonuses offered by guns

em elves. Thus, a gun with 3 Damage that's used to fire a hart burst grants a total of four

us dice.

C 2 00 6 W hite W olf Pu bli shin

I n c. A ll r ig h t> r e se r ve - d. R e p ro d u ct io

without the wrrtten permissiont he p ub li sh er i s . ,p re ss ly fo rb id de

ex cep t fo r the p urpose s of rev ie

No pa r t 01 th l' pub lica tion m ay

rep roduced . stored in a re tri ev

'Sys tem,Or transmitted in an y f orm

by a n y m e an s, e le ct ro n ic . m e ch a ni c

p ho to co p yi ng . f et or di n g o r o th er w

w i thou t t h e p r to ( w r it te n perrnlss

o f the White W olf Publi shin g.

W hi te W olf . V amp ir e . Wo rld

D arkn ... . V am pi re the M ao qu era

a n d M ag e the Ascen sto n

reg i ste red tra d em a rks of W h

W olf Publ i sh i ng . In c. A ll .r ig

reserved , V .mp; re the Requ iem

W o rl d " I D a rk n es s S to ry te ll er s S ae

W e re wo lf t he A p oc al Yl Xe . W e re w

the F orsa ke n. M ag e the A wa ke nin

S to ry te lle r S ys te m a nd S to ry te lli

S }"t em a re t ra de ma rk s o f W hi te W

P ub li sh in g . I nc . A l l r i gh t> r es er ve d .

characters" n ames , p la ce' S a nd th e re i n a r e c o py ri g ht e d by Wh it e W

P ub li sh in g , I nc .

The mention of or reference

, :! loycompany or produc t in th

pa g es is n o t a cha llen g e to

t ra de ma rk o r c op yri gh t c on ce rn ed

Check ou t W hite W olf o nlin e

http~lwww.white-wolf .com

Object Durability

rability Rating Material

Wood, hard plastic, thick glass

Stone, aluminum

Steel, iron

per reinforced layer

Manif~on Modif iersModifier

+3

+3

+2

ospital +2

istoric building(100+yearsold) +2

ld building(50-100yearsold) + I

dmadestructure (woodenbridge,shed) + I

arkinglot -I

derncommercialbuilding(grocerystore,mall) -I

odern industrialbuilding -2

odern laboratory -3

Morality

10

9

8

7

6

5

4

3

2

J

M o r a l \ t ySin

Selfish thoughts. (Roll five dice.)

Minor selfish act (withholding charity).

(Roll five dice.)

Injury to another (accidental or otherwise).

(Roll four dice.)

Petty theft (shoplifting). (Roll four dice.)

Grand theft (burglary), (Roll three dice.)

Intentional mass property damage (arson).

(Roll three dice.)

Impassioned crime (manslaughter).

(Roll three dice.)

Planned crime (murder). (Roll two dice.)

Casual/callous crime (serial murder).

(Roll two dice.)

Utter perversion, heinous act (rna s

murder). (Roll two dice.)

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