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CHEAT SHEET 1
ATTRIBUTES
SIZE
HEALTH
BASHING
LETHAL
AGGRAVATED
SPEED
STRENGTH
1
2
3
DURABILITY
Wood, hard plastic,
glass
Stone, aluminum
Steel, iron
HOLDING BREATH
HEALING WOUNDS
WOUND PENALTIES
Third-to-last box
-1
Second-to-last
-2
Last
-3
WILLPOWER
WILLPOWER
RISKING WILLPOWER
DERANGEMENTS
CHEAT SHEET 2
DRUGS
CHEAT SHEET 3
DRUG OVERDOSE
CHEAT SHEET 4
COMBAT ELEMENTS
THROWN WEAPONS RANGES
Non-aerodynamic:
Aerodynamic:
TACTICS
FIRE DAMAGE
ELECTRICITY DAMAGE
CHEAT SHEET 5
SHOTGUN DAMAGE
ARMOR-PIERCING BULLETS
CHEAT SHEET 6
WEAPONS 1
MELEE
RANGED
CHEAT SHEET 7
WEAPONS 2
PISTOLS
MACHINE GUNS
CHEAT SHEET 8
WEAPONS 3
EXPLOSIVES
FUTURE WEAPONS
FLAMETHROWERS
CHEAT SHEET 9
WEAPON CONCEALMENT
P (Palm or Pocket): The weapon is small enough
to be hidden in a shirt or pants pocket. Few firearms are
this small; most are hold-out weapons with low calibers
and ammunition capacities. Weapons with Size 1/P are
less than five inches in total length and four inches in
height: small enough to fit in an adults hand without
overlapping at any point.
S (Shirt): The weapon is small enough that it will
not produce a noticeable bulge if the character hides it
under a loose shirt, in an ankle holster or in the cargo
pocket of a jacket or a pair of pants. Weapons with Size
1/S are less than seven inches long.
J (Jacket): The weapon will fit under a light jacket
or a business suits coat. The weapon is less than 10
inches long and less than eight inches tall. This is the
largest weapon that can fit in a purse or briefcase. Most
Size 2/J firearms have this value only with the magazine
removed or with a low-capacity magazine inserted if
a character attempts to hide one under a jacket with a
full magazine in the weapon, it moves up to Size 2/L due
to the added three to six inches of height.
L (Long Coat): A character can hide the weapon
under a calf-length coat. The weapon is less than three
feet long, which does not make it comfortable to shove
up an armpit. Most firearms with Size 2/L have this value
only with the magazine removed. If a character attempts
to hide the weapon under a coat with the magazine in,
the weapon moves up to Size 2/N due to the added six
to 12 inches of height.
N (Not Concealable): The weapon is too large for a
normal-sized human to conceal it under any reasonable
amount of clothing. The weapon is longer than three feet
or has features that make it too bulky to hide without a
large, obvious bulge. Characters who are significantly
larger than the human norm may hide some weapons of
this size at the Storytellers discretion, but are likely to
Each of the following options lists two factors: a
maximum Size for concealment and a dice pool modifier.
The latter is the modifier for a Perception check (Wits +
Composure, Wits + Investigation or Wits + Firearms) to
visually detect a weapon concealed using that method.
For every step that a weapon is below the minimum Size
for that method, reduce the modifier by 1. For example,
a Size 1/P weapon concealed using a method suitable for
Size 2/J inflicts an additional 3 modifier on attempts to
detect it. A hand search gives the observer a +2 bonus,
and security personnel conducting screening usually
have additional equipment available as well.
Belt (Maximum Size 1/J, +2): Although a simple
belt holster may not seem very concealed, the wearer
can fasten a business coat or windbreaker halfway and
arrange it to completely cover the weapon. A belt holster
is casual concealment its often not so much a
means of hiding a weapon as a way to politely cover it.
Many plainclothes police officers prefer belt holsters,
which maximize accessibility while keeping the guns
out of the way while theyre seated.
Armpit (Maximum Size 2/J, +1): The ubiquitous shoulder
holster, which places the weapon against the wearers ribs
and
under his arm, has fallen out of favor in recent years. While the
shoulder holster does allow the wearer to conceal the weapon
with a shorter outer garment than a belt holster does, the
shoulder holster is also less comfortable for extended wear. In
addition, the under-arm location causes the weapon to pick up
more sweat and grime from its wearer, and female users complain
about weapons digging into their breasts.
Ankle (Maximum Size 1/S, 1): This is a favored
location for carrying a small backup weapon in addition
to a primary sidearm. An ankle holster is unlikely to be
noticed in a confrontation. However, an ankle holster
is also rather inaccessible unless the wearer bends down
to tie his shoes. The added weight on one ankle tends
to throw off most wearers strides, so weapons worn in
ankle holsters tend to be very lightweight.
Small of the Back (Maximum Size 1/J, 0): Some
belt holsters are designed for small-of-the-back wear,
and owners can also stuff their guns down the back of
their pants (referred to as Mexican carry). Either arrangement
is effective so long as no one looks behind the
character. However, having a hard metal object stuffed
against ones lower vertebrae is uncomfortable, particularly
for sitting, and can cause serious spinal injuries if
a character falls backward onto her weapon.
Crotch (Maximum Size 1/P, 2): While uncomfortable,
the crotch is the least-likely location for a weapon
to be discovered during a pat-down search. (Most cops
will check, but amateurs arent always so thorough.) A
suspicious bulge in this location also tends to be written
off as something other than a ahem small weapon,
at least for a male. Removing a weapon from a crotch
holster is not a process that a character can perform both
safely and quickly while still wearing pants.
Inner Thigh (Maximum Size 1/S,2): The best
arrangement for an inner thigh holster involves a skirt,
either short or long but with rip-away seams at midthigh.
This holster is only marginally less uncomfortable
than a crotch holster, but the inner thigh holster has the
advantage of being more securely positioned against the
body and less likely to be seen (unless the character sits
in a compromising position, anyway). The act of drawing
the weapon may also give the character a momentary
advantage of surprise, as most women dont hike up their
skirts in the middle of gunfights.
Wrist or Forearm (Maximum Size 1/P, 0): Use
of a wrist holster requires wide, flowing sleeves, which
generally means the character needs to be wearing a
jacket or dressing 30 years out of style. The amount of
arm movement that the average person performs requires
this type of holster to hold the weapon securely, which
precludes rapid draws.
Accessory (Maximum Size 1/S,1): Belt packs
are popular with tourists and mall-walkers and with
weapon owners who want to blend in with them. For
women, a purse incorporating a concealed holster is
also an option.
Body Cavity (special: Size 1/P weapons only,
impossible on visual inspection): Characters in the
World of Darkness are sometimes dedicated to desperation.
Any weapon small enough to be hidden in a body
cavity is most likely a single-shot pen gun (see p. 67) or
something similar in general shape. Methods for rapidly
drawing and using such a weapon are left to the player
CHEAT SHEET 10
VEHICLES 1
CHEAT SHEET 11
VEHICLES 2
CHEAT SHEET 12
CHEAT SHEET 13
THE SHADOW 1
GAUNTLETT STRENGTH
LOCUS STRENGTH
CHEAT SHEET 14
THE SHADOW 2
SPIRIT INFLUENCE STRENGTH
NUMINA
CHEAT SHEET 15
THE SHADOW 3
CHEAT SHEET 16
THE SHADOW 4
CHEAT SHEET 17
THE SHADOW 5
CHEAT SHEET 18
THE SHADOW 6
CHEAT SHEET 19
MANIFEST MODIFIERS
THE SHADOW 7
CHEAT SHEET 20
VAMPIRE 1
RTSCHRECK
Resolve + Composure
FRENZY
(Resolve + Composure)
USING VITAE
Attribute/
Skill Max
Max Vitae,
Vitae/Turn
Can Feed
From...
10/1
Animals
11/1
Animals
12/1
Humans
13/2
Humans
14/2
Humans
15/3
Humans
20/5
Vampires
30/7
Vampires
50/10
Vampires
10
10
100/15
Vampires
CHEAT SHEET 21
VAMPIRE 2
AUSPEX
Heightened Senses
Can see in dark (among other
things)
Add Auspex to perception rolls
Aura Perception
Pool: Intelligence + Empathy +
Auspex - Subjects Composure
- 2 turns to glean information)
- # of Successes = # of colors
Detect Lying (Contested):
Intelligence + Empathy + Auspex
versus Subjects Composure
OBFUSCATE
Spirits Touch
Scrutinize objects for psychic
impressions
Pool: Wits + Occult + Auspex
Use on Person (Contested): Wits
+ Occult + Auspex versus Resolve
+ Blood Potency (if applicable)
Telepathy
Cost: None for mortals, 1
Willpower for supernaturals
(unless willing)
Pool: Intelligence + Socialize +
Auspex - Subjects Resolve
Twilight Projection
Cost: 1 Willpower
Pool: Intelligence + Occult +
Auspex
Mask of Tranquility
Effect: Vampire doesnt trigger
Predators Taint in others (but is
still subject to it her/himself) and
aura appears normal
- Considered always on
Cloak of Night
Pool: Intelligence + Stealth +
Obfuscate
Effect: Vampire becomes
invisible
- Doesnt affect recording
devices
MAJESTY
Awe
Pool: Presence + Expression +
Majesty
Effect: If successes > subject(s)
composure(s) (individually, not
combined), all social rolls get
extra dice equal to original
successes
Revelation
Elicits confession of subjects
secrets
Cost: 1 Vitae
Pool: (Contested) Manipulation +
Persuasion + Majesty versus
Subjects Composure + Blood
Potency
Entrancement
Subject becomes willing servant
(but retains free will and identity)
Pool: (Contested) Manipulation +
Empathy + Majesty versus
Subjects Composure + Blood
Potency
Summoning
Subject must use available means
to reach vampire
Cost: 1 Vitae
Pool: (Contested) Manipulation +
Persuasion + Majesty versus
Subjects Composure + Blood
Potency
- Only lasts until next daylight
unless exceptional success
Sovereignty
Cost: 1 Willpower per scene
Pool: Presence + Intimidation +
Majesty versus Subjects
Composure + Blood Potency
Effect: Subjects must make
contested rolls to act against or
attack vampire
Touch of Shadow
Conceals small objects
Pool: Wits + Larceny +
Obfuscate
Modifiers:
+2 A tiny item, one easily
concealed in the palm of a hand.
+1 An item that can be hidden in
a pants pocket.
-1 An item that can only barely
be squeezed into a large jacket
pocket.
-2 An item that can be concealed
under a jacket without too
obvious a bulge.
-3 An item too large to be
naturally hidden, but still small
enough to be carried easily.
-3 The item is actually an
abstract ideal or negative space,
such as a hallway or portal to
another room.
-4 An item as large as the
vampire herself, such as a
motorcycle.
-5 An item bigger than the
vampire herself, such as a car or
large shipping crate,
FEIGNING LIFE
RESILIENCE
Cost: 1 Vitae per scene
Effects:
1. Add dots of Resilience to Stamina
2. Downgrade aggravated wounds
sustained after activation to lethal
(number = dots of Stamina +
Resilience)
- Does NOT downgrade preexisting
wounds
- Does NOT affect upgrading lethal
damage to aggravated
CRUAC
Cost: 1 Vitae per roll
Pool: Manipulation + Occult + Cruac
Extended: 1 roll = 1 turn
Successes needed = Level of ritual
Damage on roll is penalty to next roll
Maximum Humanity = 10 - Cruac dots
Pangs of Prosperia
Rolled against Subjects
Composure + Blood Potency
Effect: If successes > subjects
successes, subject gets ravenous
and eats anything nearby (e.g., raw
meat); vampires become
starving
OTHER DEVOTIONS
Knowing the Stranger (Auspex ,
Obfuscate )
21 XP
Cost: 1 Vitae
Pool: (Contested) Intelligence + Empathy +
Obfuscate versus Resolve + Blood Potency
Effect: Vampire finds out who they will
appear to be when using The Familiar
Stranger power and gains knowledge from
subjects mind
Arcane Sight (Auspex , Cruac )
10 XP
Cost: 1 Vitae/scene
Pool: Wits + Occult + Auspex
Effect: Can read aura of objects; can see if
object/person has magical powers or is under
enchantment and nature/type/level of magic
(e.g., vampire vs. mage); can discover
magical items
- Each success = 1 piece of information
Iron Faade (Obfuscate , Resilience )
10 XP
Cost: 1 Vitae/scene
Pool: Intelligence + Survival + Obfuscate
Effect: Hides wounds and effect of wound
penalties
Rigor Mortis
Subtract subjects Composure
from roll
Effect: Causes subject vampires
Physical actions to be penalized by
number of successes
Cheval
Subtract subjects Composure
from roll
Effect: Vampire can ride senses
of another for one night
CELERITY
Cost: 1 Vitae per turn
Effects:
1. Celerity dots subtract from dice pool of
attackers
2. Add Celerity dots to Initiative
3. New Speed = (1 + Celerity dots) x
Speed
VIGOR
Cost: 1 Vitae per scene
Effects:
1. Add dots of Vigor to Strength
2. Jumping: On a vertical leap, a character
jumps (Vigor + one foot per success
rolled). For a standing broad jump, the
character jumps (Vigor + 2 feet per
success rolled). On a running jump, the
distance jumped is Size + (Vigor + 4
feet per success rolled).
PHYSICAL AUGMENTATION
WAKING UP
CHEAT SHEET 22
VAMPIRE 3
REFLECTIONS, PICTURES,
RECORDINGS
1 willpower/scene to eliminate blur of
image.
1 willpower dot to eliminate
permanently for one image/recording.
BLOOD SYMPATHY
+2 to mental powers targeting
family (within 2 steps removed from
vampire)
1 willpower, Wits + Occult to
determine location, activities of close
blood relative
1 willpower to alert blood relative of
your location, activity, feelings
Intelligence + Occult to determine
where vitae comes from; 2+ successes =
determine clan/family, mortal
relationship to vampire if any
THE KISS
Victim: Resolve + Composure3+
successes to successfully resist effects
ROUTINE ACTIVITIES
Spend 1 vitae to awaken each night
Feeding: Humans > 1 health = 1 vitae
Mammals > 2 health = 1 vitae
Vermin > 4 health = 1 vitae
Stored blood > 8 pints = 1 vitae
Frenzy: Resolve + Composure to resist
Ride the wave > 1 willpower, Resolve
+ Composure = 5 successes
Daytime: Roll Humanity, successes = # of
turns stay awake (exceptional = entire
scene); can re-roll as extended action
> Max dice pool for any action =
Humanity
FEIGNING LIFE
1 vitae/scene
Effects: Body heat, flushed skin,
breathing, blinking, etc.
EATING
1 vitae/scene
Effects: Can eat normal food and drink
for one scene. Afterwards, must vomit up
everything.
- Resolve + Composure to not lose vitae.
PHYSICAL
AUGMENTATION
1 vitae = 2 dots in Strength,
Dex, Stamina per turn
HEALING DAMAGE
2 Bashing > 1 vitae
1 Lethal > 1 vitae
1 Aggravated > 5 vitae
CHEAT SHEET 23
WEREWOLF 1
SHAPESHIFTING
CHEAT SHEET 24
GEIST 1
ARCHETYPES
TYPES OF MEMENTOS
THRESHOLDS
BENEFITS OF 8+ SYNERGY
MANIFESTATIONS
CHEAT SHEET 25
GEIST 2
MANIFESTATIONS
GHOST SIGHT
REVERSE POSSESSION
SIXTH SENSE
MEDIUMS
PLASMIC INFUSION
DEATH STAINS
CHEAT SHEET 26
GEIST 3
DETERMINE CAUSE OF DEATH
CHEAT SHEET 27