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8/6/2019 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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