World of Darkness Storyteller's Screen Expanded
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Melee Weapons Chart Type Damage Size Cost Special Sap 1 (B) 1 • Knockout (WoD p. 168) Brass Knuckles 1 (B) n/a • Brawl* Club (wood) 2 (B) 2 n/a Mace (metal) 3 (B) 2 •• Knife 1 (L) 1 • Rapier 2 (L) 2 •• Armor piercing 1 (WoD p. 167) Sword 3 (L) 2 •• Katana 3 (L) 2 ••• Durability +1** Greatsword† 4 (L) 3 ••• Small Ax 2 (L) 1 • Large Ax† 3 (L) 3 •• 9 again (p. 134) Great Ax† 5 (L) 4 ••• 9 again (p. 134) Stake*** 1 (L) 1 n/a Spear† 3 (L) 4 • +1 Defense**** Type: Your character may use many other types of weapons (meat cleavers, halberds, hammers). Use the traits from the above lists that best approximate these weapons. See WoD p. 136 for determining the traits of improvised weapons. Note that improvised weapons automatically suffer a ‐1 penalty. Damage: The number of bonus dice added to dice pools when using the weapon. The type of damage inflicted is also indicated: aggravated (A), lethal (L) or bashing (B). Size: 1 = 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 ‐1 penalty on attack rolls. Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. The “n/a” entry indicates 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 Strength of 4 to wield a greatsword one‐handed without penalty, for example. * This weapon uses the Brawl Skill instead of Weaponry. ** Katanas are well‐crafted swords. They do not break easily. See “Targeting Items”, WoD p. 138. *** 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 +1 Defense bonus when fighting unarmed targets due to his weapon’s superior reach, allowing him to keep a greater distance from a foe.
Armor Chart Class Rating Strength Defense Speed Cost Modern Reinforced/thick clothing 1/0 1 0 0 n/a Kevlar vest* (thin) 1/2 1 0 0 • Flak jacket* 2/3 1 ‐1 0 •• Full riot gear* 3/4 2 ‐2 ‐1 ••• Archaic Leather (hard) 1/0 2 ‐1 0 • Chainmail 2/1 3 ‐2 ‐2 •• Plate 3/2 4 ‐2 ‐3 ••• * This type of armor is bulletproof. Rating: Armor provides two kinds of protection: against general attacks and against Firearms attacks. The number before the slash is armor rating for most kinds of attacks (for close combat and thrown ranged attacks, whether bashing, 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 to bashing. Strength: Armor is often heavy and cumbersome. If your character does not have sufficient Strength to wear it, she cannot perform at peak efficiency. If your character’s Strength is lower than that required for armor worn, her Brawl and Weaponry attacks suffer a ‐1 penalty. Defense: The penalty imposed on your character’s Defense trait for the armor worn. Speed: The penalty imposed on your character’s Speed trait for the armor worn. Cost: The minimum dots in the Resources Merit usually required to purchase the armor.
Ranged Weapons Chart Type Revolver, Lt.
Damage 2
Ranges 20/40/80
Clip 6
Strength 2
Size 1
Cost ••
Example SW M640 (.38 Special) Revolver, Hvy. 3 35/70/140 6 3 1 •• SW M29 (.44 Magnum) Pistol, Lt. 2 20/40/80 17+1 2 1 ••• Glock 17 (9 mm) Pistol, Hvy. 3 30/60/120 7+1 3 1 ••• Colt M1911A1 (.45 ACP) Rifle† 5 200/400/800 5+1 2 3 •• Remington M‐700 (30.06) SMG, Small* 2 25/50/100 30+1 2 1 ••• Ingram Mac‐10 (9 mm) SMG, Large*† 3 50/100/200 30+1 3 2 ••• HK MP‐5 (9 mm) Assault Rifle*† 4 150/300/600 42+1 3 3 ••• Steyr AUG (5.56 mm) Shotgun† 4*** 20/40/80 5+1 3 2 •• Remington M870 (12‐Gauge) Crossbow**† 3 40/80/160 1 3 3 ••• 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 vampires, 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 fire. Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a ‐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. † This weapon requires two hands. If used one‐handed, the Strength requirement increases by one. You need a Strength of 4 to wield a shotgun one‐handed without penalty, for example. * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see WoD p. 160.) ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with a targeted shot (‐4 penalty and a minimum of three points of damage must be inflicted in a single attack). *** 9 again (see WoD p. 134).
Firearms Summary Type of Shot Roll Modifier Bonus Single Dexterity + Firearms — Autofire (short burst) Dexterity + Firearms +1† Autofire (medium burst)* Dexterity + Firearms +2† Autofire (long burst)* Dexterity + Firearms +3† * ‐1 penalty for each target when more than one is fired at. Separate dice pools are rolled against each target in the attack. Modifiers for each target’s range, armor and/or concealment apply to individual dice pools. † Dice bonuses for using autofire are in addi on to the equipment bonuses offered by guns themselves. Thus, a gun with 3 Damage that’s used to fire a short burst grants a total of four bonus dice.
Concealment Details Barely concealed: ‐1 (Example: crouching behind an office chair). Partially concealed: ‐2 (hiding behind the hood of a car, but with upper body exposed). Substantially concealed: ‐3 (crouching fully behind a car, or poking up out of a foxhole). Completely covered: Completely protected by an intervening barrier (All shots hit the cover automatically.)
Combat Summary Chart Stage One: Initiative • Everyone rolls Initiative: The result of a die roll + Dexterity + Composure. The character with the highest Initiative performs her action first. Or you may yield your character’s action until later in the Initiative queue or into the next turn. Stage Two: Attack • Unarmed close combat: Strength + Brawl, minus target’s Defense and armor. • Armed close combat: Strength + Weaponry, minus target’s Defense and armor. • Ranged combat (guns and bows): Dexterity + Firearms, minus target’s armor. • Ranged combat (thrown weapons): Dexterity + Athletics, minus target’s Defense and armor. Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Roll your remaining pool. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack. The Storyteller describes the attack and wound in narrative terms. Possible Modifiers • Aiming: +1 per turn to a +3 maximum. • All‐Out Attack: +2 with Brawl or Weaponry attack; lose Defense. • Armor Piercing: Ignores amount of target’s armor equal to item’s own rating. • Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending Storyteller approval. A +3 bonus is applied to each attack roll; ‐1 per roll for each target if there’s more than one. • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; ‐1 per roll for each target if there’s more than one. • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll. • Concealment: Barely ‐1; partially ‐2; substantially ‐3; fully, see “Cover”. • Dodge: Double target’s Defense. • Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense. • Firing from Concealment: Shooter’s own concealment quality (‐1, ‐2 or ‐3) reduced by one as a penalty to fire back (so, no modifier, ‐1 or ‐2). • Offhand Attack: ‐2 penalty. • Prone Target: ‐2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close‐combat distance. • Range: ‐2 at medium range, ‐4 at long range. • Shooting into Close Combat: ‐2 per combatant avoided in a single shot (not applicable to autofire). • Specified Target: Torso ‐1, leg or arm ‐2, head ‐3, hand or heart ‐4, eye ‐5. • Surprised or Immobilized Target: Defense doesn’t apply. • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, Defense does apply. • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or Defense) in one roll or instance.
Grappling Summary • Roll Strength + Brawl ‐ opponent’s Defense for attacker to get a grip on target. • Target’s next action can be dedicated to breaking free. Roll Strength + Brawl ‐ attacker’s Strength. Any successes indicate breaking free. Or, the target can attempt to apply an overpowering maneuver to the attacker, participating in the grapple rather than trying to break free. Roll Strength + Brawl ‐ attacker’s Strength. Any successes allow for a maneuver. • If the attacker’s grip on the target persists, and he is free to do so, the attacker can try to apply an overpowering maneuver to the victim. Roll the attacker’s Strength + Brawl ‐ opponent’s Strength. Any successes allow a maneuver. • Possible maneuvers. Choose one: Render opponent prone • Damage opponent • Immobilize opponent • Draw weapon Attack with drawn weapon • Turn a drawn weapon • Disarm opponent Use opponent as protection from ranged attacks. Attempting to break free is always an option instead of performing an overpowering maneuver.
Attribute Use Chart Use Power Finesse Resistance
Mental Intelligence Wits Resolve
Physical Strength Dexterity Stamina
Source Damage Minor; wall socket 4 (B) Major; protective fence 6 (B) Severe; junction box 8 (B) Fatal; main line feed/ 10/B Subway rail Object Durability Durability Rating Material 1 Wood, hard plastic, thick glass 2 Stone, aluminium
Electrocution Details
3 +1
Steel, iron per reinforced layer
Feats of Strength Chart Str. 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Feat Lift a chair Lift a large dog Lift a public mailbox Lift a wooden crate Lift a coffin Lift a refrigerator Overturn a small car Lift a motorcycle Overturn a mid‐sized car Lift a large tree trunk Overturn a full‐sized car Lift a wrecking ball Overturn a station wagon Overturn a van
15 Overturn a track
Lift 20 kg 50 kg 125 kg 200 kg 325 kg 400 kg 450 kg 500 kg 600 kg 750 kg 1 t 1,5 t 2 t 2,5 t 3 t
Experience Costs
Instant Action Results Social Presence Manipulation Composure
Dramatic Failure Failure Success Exceptional success
Size of Fire Damage Torch 1 Bonfire 2 Inferno 3 Damage Modifier Heat of Fire Candle (1 degree burns) — Torch (2 deg.) +1 Bunsen burner (3 deg.) +2 Chem. fire / molt. metal +3 Modifier Bonuses and Penalties
Fire Details
Bonus +1 +2 +3 +4 +5 Penalty ‐1 ‐2 ‐3 ‐4 ‐5
Degree of Challenge A helping hand A walk in the park Nothing to it Easy as pie Can do it in your sleep Degree of Challenge A minor obstacle A hard time A trying task It’s demanding Sorely tested
Manifestation Modifiers Location Mod. Graveyard +3 Battlefield +3 Church +2 Hospital +2 Historic building (100+ y.o.) +2 Old building (50‐100 y.o.) +1 Handmade structure +1 (wooden bridge, shed) Parking lot ‐1 Modern commercial bld ‐1 (grocery store, mall) Modern industrial bld ‐2 Modern laboratory ‐3
Trait Cost Attribute New dots x 5 Skill New dots x 3 Skill Specialty 3 points Merit New dots x 2 Morality New dots x 3 Willpower 8 points © 2006 White Wolf Publishing, Inc. All rights reserved.
1 result on a single chance roll No successes achieved on roll 1+ successes achieved on roll 5+ successes achieved on roll
Poisons and Toxins Poison/Toxin Ammonia (inhalation) Bleach (ingestion) Cyanide (inhal or ingest) Drug/Alcohol Abuse (ingest, inhal, inject) Salmonella (ingestion) Venom (injection or ingestion)
Toxicity 3 4 7 3 to 7 2 3 to 8
Extended Actions Pace of Activity
Time per Roll
Quick 1 turn (3 sec) Short 10 minutes Long 30 minutes Lengthy 1 hour Consuming 1 day Exhausting 1 wk or month Challenge Target Number Simple/Relaxed 5 Involved/Trying 10 Elaborate/ 15 Demanding Ornate/Daunting 20 Intricate/Epic 25
Morality Mor. Sin 10 Selfish thoughts. 5 dice. 9 Minor selfish act (withholding charity). 5 d. 8 Injury to another (accidental or not). 4 d. 7 Petty theft (shoplifting). 4 d. 6 Grand theft (burglary). 3 d. 5 Intentional, mass property damage (arson). 3 d. 4 Impassioned crime (manslaughter). 3 d. 3 Planned crime (murder). 2 d. 2 Casual/callous crime (serial murder). 2 d. 1 Utter perversion, heinous act (mass murder). 2 d. This PDF is created by Zomgmeister.
Explosives Chart Type Throwing Mod Blast Area Damage Size Cost Example Incendiary* ‐1 2 2 1 n/a Molotov Cocktail Concussion** +2 3 4 1 ••• Concussion Grenade† Shredding +2 3 4 1 ••• Shrapnel Grenade† Single Destructive +1 4 4+ 1 ••• Stick of Dynamite High Explosive*** n/a 20+ 6+ 1‐3 •••• Plastique Blast Area: The diameter in yards in which an explosion occurs. Throwing Modifier: The attack‐roll bonus to throw an explosive at a chosen target. Explosives marked “n/a” cannot normally be thrown. Cost: The minimum dots in the Resources Merit usually required to purchase the explosive. The “n/a” entry indicates that the item can be created rather than purchased. * Incendiary devices ignite the target (see “Fire”). Damage delivered by the explosion is bashing, while damage caused by the fire is lethal. ** Concussion explosives deliver bashing damage and knock the target down (see “Knockdown”, WoD p. 168). *** Timed or triggered bombs that hold a variable amount of dynamite, plastique or other explosive cause damage to surrounding structures and ignite flammable materials, which complicates damage. The figures are suggestions only. † Explosives that are aerodynamic when thrown.
Sample Objects Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Fence, Chain‐link: Durability 2, Size 4, Structure 9, Damage 3 Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3 Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 Damage: Indicates how dangerous the item is when used as a weapon or to do harm. Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in bonus dice to inflict harm. If the weapon is improvised, it suffers a ‐1 penalty.
Effects of Power Trait Everybody Att/skill/ Fuel/ # mag max per turn 1 5 10/1 2 5 11/1 3 5 12/1 4 5 13/2 5 5 14/2 6 6 15/3 7 7 20/5 8 8 30/7 9 9 50/10 10 10 100/15
Vampire Werewolf Mage Can feed Social Essence Aura Time from Penalty Bleed detection per roll Animals+ ‐1 — — 3 h Animals+ ‐1 — — 3 h Humans ‐2 — — 1 h Humans ‐2 — — 1 h Humans ‐3 — — 30 m Humans ‐3 1/day +1 30 m Vampires ‐3 1/12 h +2 10 m Vampires ‐4 1/10 h +3 10 m Vampires ‐4 1/8 h +4 1 m Vampires ‐5 1/4 h +5 1 m
Changeling Incite Bedlam
Total Frailties
— — — — — 1/chronicle 1/story 1/session 1/day 1/scene
— — — — — 1 minor 2 minor 2 major, 2 minor 1 major, 3 minor 2 major, 3 minor
Humanity and Sins (Vampire) # Sin 10 Selfish thoughs (hurting someone’s feelings) 9 Minor selfish acts (cheating on taxes) 8 Injury to another, accidental or otherwise (physical conflict) 7 Petty theft (shoplifting)
Harmony and Sins (Werewolf) Dice 5
5
4
4
6 Grand theft (burglary)
3
5 Intentional mass‐property damage (arson) 4 Impassioned crime (manslaughter)
3
3
3 Planned crime (murder)
2
2 Casual/callous crime 2 (torture, serial murder) 1 Utter perversion, heinous acts 2 (combined rape, torture & murder, mass murder)
# Sin 10 Not shapeshifting for more than three days. 9 Not obtaining your own food; carrying a silver weapon. 8 Disrespect to a spirit or elder Uratha. 7 Spending too much time alone; significantly violating a tribal vow. 6 Mating with other Uratha; slaying a human or wolf needlessly. 5 Slaying a werewolf in the heat of battle.
Dice 5 5 4 4 3 3
4 Revealing the existence of werewolves to a 3 human; using a silver weapon against another werewolf. 3 Torturing enemies/prey; 2 murdering a werewolf. 2 Hunting humans or wolves for food. 2 1 Betrayal of pack; hunting werewolves for food.
2
Wisdom and Hubris (Mage)
Clarity and Breaking Points (Changeling)
# Acts of Hubris Dice 10 Using magic to accomplish a task that could 5 be achieved without it. Selfish thoughts.
9 Magically coercing another so that he acts 5 against his free will. Minor selfish act.
8 Magically coercing another so that he 4 violates his moral code (forced to make a degeneration roll). Injury to another. 7 Laying a curse on someone. Petty theft. 4
6 Forcibly binding an unwilling sentient being 3 or spirit to a place or task. Grand theft.
3
3
2
2
2
5 Magically transforming a person into a lesser being against his will. Intentional mass property damage. 4 Using magic to harm someone. Drain another’s Mana against his will. Creating a soul stone. Impassioned crime. 3 Forcefully abducting and/or exiling another person into the Shadow Realm, or causing her to become possessed by a spirit against her will. Planned crime without magic. 2 Intentionally prevent an Awakening. Using magic to murder someone. Casual crime. 1 Stealing a soul. Utter perversion, heinous act.
# Breaking Point 10 Entering the Hedge. Dreamwalking. Using magic to accomplish a task that could be achieved without it. Minor unexpected life changes. 9 Using tokens or other mystical items. Going a day without human contact. Minor selfish acts. 8 Breaking mundane promises or commitments, especially to faerie matters. Changing courts. Injury to another. 7 Taking psychotropic drugs. Serious unexpected life changes. Petty theft. 6 Revealing your true form to unensorcelled mortals. Week without humans. Obvious magic in front of witnesses. Grand theft. 5 Killing another changeling. Killing a fetch.
4 Breaking formal oaths or pledges. Extreme unexpected life changes (pregnancy, losing home). Impassioned or impulsive crime. 3 Actively harming a mortal by ravaging their dreams. Going a month without human contact. Kidnapping. Developing a derangement. 2 Killing a human. Casual/callous crime against other supernaturals. 1 Spending time in Arcadia. Prolonged or intimate contact with the True Fae. Mortal identity is fundamentally changed. Heinous acts of torture, depravity or perversion.
Dice 5
5
4
4 3
3
3
2
2 2
Sunlight Damage on Vampires Intensity or Exposure Faint, filtered sunlight (light through heavy, closed drapes; cloud cover; twilight) Filtered or weak sunlight (light through thin drapes; outside on cloudy day; daylight through a window; reflection of sun in a mirror) Direct sunlight Exposure Small part of body exposed (one hand; part of the face; wearing heavy clothes, sunglasses, gloves and a broad‐brimmed hat or balaklava) Large part of body exposed (a leg; an arm; whole head) Much of body exposed (whole torso; wearing thin clothing)
Health Points/Turn 1 point 2 points 3 points Damage +0 points +1 point +2 points
Anger Frenzy Difficulty & Modifiers Harrased by a panhandler Idiot scrapes your new car Insulted in public Hours of frustration and delay Reviled by someone you dislike Betrayed by a partner in a deal Shot by a mugger Loved one in danger Betrayed by someone you love Lose everything you own Loved one slain Provocation aligns with your Virtue/Vice Provocation attacks your Virtue/Vice Hungry Starving
2 successes 2 successes 3 successes 3 successes 5 successes 5 successes 5 successes 5 successes 7 successes 7 successes 10 successes ±2 dice ±2 dice ‐1 die ‐2 dice
Fear Frenzy Difficulty & Modifiers Lighting a cigarette Sight of a torch Flashbulb in the face Bonfire Burning building Obscured sunlight Direct sunlight Fire/sunlight at a safe distance Surprised by fire/light Surrounded by fire light, but not immediately harmed Burned by fire/sunlight
1 success 2 successes 3 successes 4 successes 5 successes 7 successes 10 successes +2 dice ‐1 die ‐1 die ‐3 dice
Hunger Frenzy Difficulty & Modifiers Sight or smell of blood (when hungry) First taste of blood (when hungry) Sight or smell of blood (when starving) First taste of blood (when starving) Has tasted vampire blood before Hungry Starving Addicted to vampire blood
2 successes 3 successes 4 successes 5 successes ‐1 die ‐1 die ‐2 dice ‐2 dice
Vampire Experience Costs Clan or Bloodline Discipline Other Discipline (inc. Coils of the Dragon) Theban Sorcery or Crúac Ritual
New dots x 5 New dots x 7 Ritual level x 2
Aura Signifiers Condition Afraid Aggressive Angry Bitter Calm Compassionate Conservative Depressed Desirous/Lustful Distrustful Envious Excited Generous Happy Hateful
Color Orange Purple Bright Red Brown Light Blue Pink Lavender Gray Deep Red Light Green Dark Green Violet Rose Vermilion Black
Idealistic Innocent Lovestruck Obsessed Sad Spiritual Suspicious Confused Daydreaming Diablerist Dominated/Controlled Frenzied Psychotic
Yellow White Bright Blue Bright Green Silver Gold Dark Blue Mottled, shifting colors Sharp, flickering colors Black veins in aura Weak, muted aura Rapidly rippling colors Hypnotic, swirling colors
Mortal Vampire Shapeshifter Ghost Mage Sleepwalker Lacking a soul Under a Fate geas Lich
Weak aura Aura colors are pale Intensely vibrant aura Splotchy, intermittent aura Myriad sparkles in aura Muted aura with faint glimmers Empty void instead of aura Dark bands crisscrossing the aura Black veins in aura
Suggested Modifiers The number of dice added to or removed from the dice pool is determined by the info the character wishes to discern Mod. Situation +2 Power is turned on a vampire with blood tie. — The shade (pale, bright, weak), but not the color. ‐1 The primary shade and color. ‐2 Color patterns, including information revealing the nature of the creature. ‐3 Subtle shifts in the mixtures of color and pattern.
Stepping Sideways For a character to step from one world to the next, the player rolls Intelligence + Presence + Primal Urge. Must be in the locus area or use the Rending the Gauntlet rite (WtF p. 165). The following factors affect the roll: • The werewolf stares into a reflective surface (+1) • In the vicinity of a locus with a rating of •••• or above (+2) • Near a locus with a rating of •• or ••• (+1) • Attempting to cross the Gauntlet during the day (‐2) Location Strength Dice Mod. The Gauntlet’s strength reduces the dice pool according to the table at left. Dense urban areas 5 ‐3 The number of successes achieved on the Intelligence + City suburbs & towns 4 ‐2 Small towns, villages, other 3 ‐1 Presence + Primal Urge roll indicates how long it takes the built‐up areas in the countryside werewolf to adjust himself to the other facet of reality and cross Wilderness 2 — the Gauntlet. (See WtF p. 251) Loci 1 +1
Suggested Chiminage Task Simple information Secret information Giving directions Guiding to a nearby destination Guiding to a distant destination Asking the spirit to relocate Asking the spirit to join attack
Price A small gift of Essence (1 or 2 points) or a minor task (discorporate a Gaffling, small physical changes to the material world) A large gift of Essence (3 to 5 points) or a major task (create a specific emotion or act in the physical world, discorporating several of the spirit’s enemies) A small gift of Essence or a minor favor to be repaid on the werewolf’s return. A small gift of Essence and a minor act of the spirit’s choice. A major act of benefit and a regular gift of 2 or 3 Essence per day during the journey. Major reshaping of the physical world or regular work to generate appropriate Essence for the spirit for not less than one month per level of the spirit’s Rank. A major gift of Essence (at least 2 points per Rank of the spirit to be attacked). Sworn service of the spirit’s choice after the fight, carried out when spirit wishes it to.
Entering Death Rage The following stimuli can trigger a Death Rage check (Resolve + Composure) when a character is in combat: hurt by aggravated damage • upon striking or being struck by an exceptional attack roll • wound in one of last 3 Health boxes Harmony Minimum Stimulus The list at left details potential stimuli that might subject the 9–10 Loved one/packmate slain or badly injured; werewolf to a Death Rage roll when not in combat. A player betrayed by loved one/packmate must make a check when faced with a provocation that matches 7–8 Betrayed by ally his character’s Harmony score, or any provocation above his 5–6 Injured outside of combat by an event that inflicts Harmony score. aggravated damage; loved one/packmate in danger The Storyteller decides when a Virtue or Vice influences a Death 3–4 Humiliated or injured Rage roll. If appropriate, the player gains or loses one die from 1–2 Insulted; authority challenged his Resolve + Composure pool.
Suggested Modifiers for Gift use Mod. +2 +1 +1 ‐1 ‐1 ‐1 ‐2 ‐2 ‐3 ‐3 ‐4 ‐5
Situation (Gift) In the area of influence of a locus rated ••••+ In the area of influence of a locus rated • to ••• Character’s auspice moon is in the sky Wound marked in third to last Health box Local spirits are actively hostile In the presence of a werewolf in Death Rage Wound marked in second to last Health box Afflicted with powerful sensory stimuli (noise, stench) Character is in a Barren Wound marked in last Health box In the middle of a hurricane Bound and gagged with silver manacles (Gifts that require a specific action or speech are impossible)
Suggested Modifiers for Rite use Mod. +2 +2 +1 +1 +1 +1 ‐1 to ‐3 ‐1 ‐1 ‐1 ‐2 ‐2 ‐2 ‐3
Situation (Rite) 4 or more successes on meditation, see WoD, p. 51 In the vicinity of a locus rated ••••+ In the vicinity of a locus rated • to ••• Ritemaster has gained goodwill of local spirits Ritemaster is in Dalu form Ritemaster’s auspice moon is in the sky Ritemaster suffers wound penalties Local spirits are hostile to ritualist City suburb or town (if performed in physical world) Distracting environment (powerful odors, noisy) Packmates are involved in battle Dense urban area (if performed in physical world) Ritemaster is struck during rite but takes no damage Rite is performed in a Barren
Werewolf Experience Costs Affinity Gift Rite Primal Urge
New dots x 5 Rite dots x 2 New dots x 8
Other Gift Totem Merit Primary Renown
New dots x 7 3 points/dot New dots x 6
Honorary Spirit Ranks Renown 0–7 8–15 16–23 24+
Honorary Rank Two Three Four Five
Spell Factors (Instant Casting) Number Potency of Targets 1 1 2 2 3 4 4 8 5 16
Largest Target than required Radius Defined Volume 1 yd 5 cu. yd 4 yd 20 cu. yd 16 yd 80 cu. yd 64 yd 320 cu. yd 256 yd 1280 cu. yd
Defined Volume 5 cu. yd 10 cu. yd 20 cu. yd 40 cu. yd 80 cu. yd
Radius 1 yd 2 yd 4 yd 8 yd 16 yd
Dice Penalty None (basic success) ‐2 ‐4 ‐6 ‐8 etc
Duration Primary Arcanum > required Transitory Spells Duration Prolonged Spells Duration Advanced Prolongation Dice penalty 1 turn 1 scene/hour 1 scene/hour None (basic success) 2 turns 2 hours 24 hours ‐2 3 turns 12 hours 2 days ‐4 5 turns 24 hours 1 week ‐6 10 turns 2 days 1 month ‐8 etc Indefinite* ‐10 * The spell is permanent until cancelled or dispelled. Spells with an indefinite Duration cannot be cast upon a living creature.
For vulgar and improbable magic. Rolled before spellcasting. Optional Mitigation: spend Mana (1 point per die subtracted).
Paradox Gnosis 1‐2
Base Paradox Dice Pool 1 die
Dice Modifier +1
3‐4 5‐6 7‐8 9‐10
2 dice 3 dice 4 dice 5 dice
‐1 ‐1 +2
Situation Each successive Paradox roll made for the caster within the same scene (or day in the case of extended castings. This bonus accumulates with each roll. The mage is casting a rote. The mage uses a magical tool during casting. One or more Sleepers witness the magic (vulgar magic only).
Paradox Severity
Sympathetic Magic
Casting Roll Successes Severity Dice Penalty 1 Havoc ‐1 2 Bedlam ‐2 3 Anomaly ‐3 4 Branding ‐4 5+ Manifestation ‐5 Backlash (optional): declare if the caster wants to contain the Paradox with a backlash by suffering Resistant bashing wounds (1 Health point per success on the Paradox roll).
Dice Sympathetic connection between caster & target. Penalty No real name known — difficulty +2 degrees. — Sensory: you can see, hear or otherwise sense your target directly. ‐2 Intimate: physical contact or very good friend. ‐4 Known: a picture or video broadcast, or good friend. ‐6 Acquainted: you know the person. ‐8 Encountered: you met the person at least once. ‐10 Described: you know a name or description. — Unknown: spellcasting is impossible.
• Rote casting: Add the specified Attribute + Skill + Arcanum to determine the caster's base spellcasting pool. • Improvised casting: Add Gnosis + Arcanum to determine the caster's base spellcasting pool. Mage Experience Costs
Spellcasting Dice Pools
Ruling Arcana Common Arcana Inferior Arcana Rote Gnosis
New dots x 6 New dots x 7 New dots x 9 2 points per dot New dots x 8
Spellcasting Quick Reference 1. Declare the Spell — choose a spell from the Arcanum list (MtA pp 133‐267). Action: Instant (1 turn, 1 die roll) or extended (over time, series of rolls). Duration: Lasting (permanent), concentration, transitory (turn), prolonged (scene). Aspect: Covert (coincidence or hidden), vulgar (obviously impossible). 2. Spellcasting Dice Pool — check small table at left to define dice pool. Range: sensory unless Space 2 is used (sympathetic). Resistance: check if the spell allows protection, either as a contested roll or Resistance Attribute subtraction. Factors (optional): choose to change potency, target or duration, modify dice pool. 3. Paradox — storyteller prepares to roll Paradox check. Optional mitigation. After roll, mage can suffer optional backlash. Paradox successes subtracted from dice pool. 4. Casting the Spell — roll the modified dice pool. For rote perform gestures. Instant Spell: one success required. Extended Spell: each roll allows to accumulate successes toward the total target number needed. Mana Cost: spend Mana required. If the spell affects a target sympathetically, spend 1 Mana. Improvised only: if the highest Arcanum used is not one of the mage’s Path Ruling Arcana, spend 1 Mana.
Entering the Hedge A changeling needs to touch part of any large enough entrance gateway and make some sort of request to be admitted. A knock or a verbal request is sufficient. Spend 1 Glamour. A door that is locked, bolted or rusted shut does not open. It remains open for a number of turns equal to the changeling’s Wyrd after the gateway is no longer being used. Gnce an entrance is made into a gateway, it remains a gateway forever. A changeling making use of an existing gateway can roll Wyrd instead of spending Glamour.
Leaving the Hedge If the changeling has kept the mortal world in view enough to keep a sense of perspective, he can create a new gateway. If a changeling turns her back on the mortal world, she must find an active gateway. Extended roll is Intelligence + Investigation + Wyrd. The time varies based on how familiar the character is with the surrounding area. Time Successes Familiarity per Roll Length of Time in the Hedge Required Very familiar; neighborhood in which the changeling lives or 1 min Less than one hour 2 One to eight hours 5 claims domain Somewhat familiar; section of hometown or ally’s domain 10 min Eight to 24 hours 8 An area visited only infrequently 30 min 24 to 48 hours 10 Area visited only once or described in some detail 1 hour 48 hours to one week 15 Unfamiliar area or enemy’s domain 3 hours More than one week 20 Suggested Modifiers: A well‐known and often‐used gateway is in the area (+2), changeling is being chased while searching (–3), changeling is off the path (–3).
Shaping the Hedge Wyrd 1–2: immediate area becomes colored, subtle cosmetic changes. Others can see up to 50’. +1 to follow for 10 min. Wyrd 3–4: perception tricks for others. Others can see up to 100’. +2 to follow for 30 min. Wyrd 5–6: define the Hedge, noticeable changes. Others can see up to 500’. +3 to follow for 1 hour or scene. Wyrd 7–10: can deliberately alter the Hedge around. Roll Wyrd. Changes last for the rest of the day or scene, whichever is longer, but alterations of any paths lasts only for one hour. Situation Modifier Surrounding Hedge is receptive to the change that the character is attempting (freezing water in winter) +1 Character has been in the Hedge for more than a day +1 Purely cosmetic (color of flowers, scent on breeze) 0 Small functional change (temperature changes, silencing birdsong) ‐1 Notable change; enough to confer a modifier of ± two dice on a roll (freezing puddles, lengthening Thorns) ‐3 Impressive change; enough to confer a modifier of ± three or four dice on a roll (slight altering direction of ‐5 a path, thickening brush, summoning a swarm of insects) Opening a new path or creating a dead end in an existing one ‐7 Navigation Incite Bedlam • Road Trip: If the story is about the journey, then move at “the speed of plot.” • A Long Walk: If you need to skip journey, then have each player roll Intelligence + Survival at the beginning of the journey. One character may guide the others, making this a cooperative roll.
Changeling Experience Goblin Contract Affinity Contract Non‐Affinity Cont. Wyrd
Dots x 3 New dots x 4 New dots x 6 New dots x 8
Cost: 1 Willpower + 1 Glamour. Action: Contested, reflexive resistance. Dice Pool: Manipulation + Wyrd vs. subject’s Composure + Wyrd. Affects maximum number of targets equal to the changeling’s starting dice pool. Modifier Situation +3 Unleashing Court’s chosen emotion. +3 Target has a major derangement (only counts once). +1 Emotion is from closely related Court (Spring/Summer, Autumn/Winter). +1 Target has a minor derangement (only counts once). +1 Target already feels emotions similar to those being unleashed. +1 Each additional point of Glamour spent, up to maximum of five. +0 The changeling is Courtless. ‐1 ‐1 ‐3 ‐3
Target is relatively calm and relaxed. Emotion is from the Court of minor opposition (Sum/Aut, Spr/Win). Target is feeling strongly opposite emotions. Emotion is from the Court of major opposition (Sum/Win, Spr/Aut).
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