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Objects

Durability: = Soak / Health Size: Conceal 1 pocket or hand Conceal 2 coat or trench / health Structure: Health (Durability + Size) Damage: Lowest of Durability or Size Shooting Through Cover: Damage done over the durability of the object is a new attack roll on target Armor Piercing: reduces the number of dice removed from damage due to soak, between 1-3 Durability Rating Material 1 Wood, hard plastic, thick glass 2 3 +1 Stone, aluminum Steel, iron per reinforced layer Size 1 2 4 5 10 15 20 Object Pistol Sword Spear Door 2-seat sports car SUV Dump truck

Vehicles
Acceleration- Yards per turn Handling- Added Bonus Dice Hitting something with a Vehicle- Lethal Damage = size +1 per 10mph Safe Stop- 3 x Acceleration in one turn Dice Modifiers-1 per 10yards over safe stop speed -2 per flat tire -1 when damage taken exceeds durability -1 per 20mph over safe speed

Distance
1 mile = 1,760 Yards Miles Per Hour 5 MPH 10 MPH 15 MPH 20 MPH 25 MPH 30 MPH 35 MPH 40 MPH 45 MPH 50 MPH 55 MPH 60 MPH 70 MPH 80 MPH 90 MPH 100 MPH 110 MPH 120 MPH 130 MPH 140 MPH 150 MPH 160 MPH Current record for mile run 3:43.13 Yards per Second 2.4 4.8 7.3 9.7 12.2 14.6 17.1 19.5 22 24.4 26.8 29.3 34.2 39.1 44 48.8 53.7 58.6 63.5 68.4 73.3 78.2 Yards in a turn 7,2 14,4 21.9 29.1 36.6 Human max 2:40 mile 43.8 51.3 58.5 66 73.2 80.4 87.9 102.6 117.3 132 146.4 161.1 175.8 190.5 205.2 219.9 234.6

Combat
Charging Someone: Sprint (speed x 2 ) and attack in same round, lose defense Stun: Damage successes inflicted in a single attack equal or exceed the targets Size, he loses his next action Knockout: Damage successes inflicted in a single attack to the head (-3 to hit) that equal or exceed the targets Size, resisted by Stamina roll Killing Blow: A target who is tied up, unconscious, or paralyzed. Damage is automatic = Dice pool - soak. No attack roll is required Grappling: Roll= Strength + Brawl Defense Braking Free: Roll= Strength + Brawl Opponents Strength

Special Grapple maneuver: Roll= Strength + Brawl Opponents Strength Braking Free of immobilizing pin: Roll= Strength + Brawl Opponents Strength Target number = successes gained when opponent applied the immobilization Explosives: Damage is automatic + roll damage dice Falling: 1 Bashing/3 yards Terminal Velocity +30yards = 10 Lethal Fire: Damage per turn = Size + Heat Soak a number of turns = armor Size of Fire Damage
Torch Bonfire Inferno 1 2 3

Heat of Fire

Damage Modifier
N +1 +2 +3

Candle (first-degree burns) Torch (second-degree burns) Bunsen burner (third-degree burns) Chemical fire/molten metal

Modifiers
Aiming: +1 per turn to a +3 maximum- Scope halves penalties to hit (rounded up) All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Armor Piercing: Ignores amount of targets soak equal to items own rating (1-3) Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll 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 theres more than one 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 theres more than one Concealment: Barely -1; partially -2; substantially -3; fully, shoot through objects durability Firing from Concealment: Shooters 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 -4, eye 5 (3 or more lethal damage to kill on a vital area ) Surprised or Immobilized Target: Defense doesnt apply Explosives:

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