DIFFICULTIES MELEE WEAPONS Weapon Damage Conceal Min. Str Notes Axes Hatchet Str + 1L C 2 Hand Ax Str + 2L L 3 Battle-Ax Str + 4L N 4 Pick Ax Str + 2L N Can be thrown Two-Handed 4 Armor Piercing: 3 Str + 2B C 2 Mace Str + 2L L 3 Morning Star Str + 3L L 3 Quarterstaff Str + 3B N 2 +2 dice to Sweep Warhammer Str + 4B N 4 Two-Handed P Str + 1L C 2 Saber Str + 2L L 3 Broadsword Str + 2L N 3 Greatsword Str + 4L N 4 ??? N 4 Armor Piercing: 3 Fourth 9 50 10 120 N 4 Armor Piercing: 4 Fifth 8 40 8 2L 60 L 3 Armor Piercing: 2 Sixth 7 30 6 3B 40 P 2 Seventh 6 20 4 Eighth 5 15 3 Ninth 5 14 2 +1 difficulty Tenth 5 13 1 5 12 1 Min Str 5 Straightforward (convincing the sympathetic) Crossbow 3L 90 L 6 Standard (most average actions) Heavy Crossbow 4L 90 7 Challenging (finding something on short time) Longbow 4L Difficult (convincing an enemy) Shortbow Extremely difficult (juggling weapons) Sling Str +1L 20 C Hatchet Str +1L 20 C 2 Dice Pool Difficulty Damage Bite Dex + Brawl +1 Normal Str + 1 (A) Block Dex + Brawl Normal None (R) Claw Dex + Brawl Normal Str + 1 (A) Clinch Dex + Brawl Normal Str (C) Disarm Dex + Melee Normal +1 Special Dodge Dex + Athletics Normal None (R) Great Blow Dex + Brawl/ Melee +1 Normal +2 2 Armor Piercing: 2 10 One Day Knife Str +0L 15 P 2 +1 difficulty Twelfth 5 11 1 Hold Str + Brawl Normal None (C) 9 Three Days Rock Str +0B 40 P 2 +1 difficulty Thirteenth+ 5 10 1 Kick Dex + Brawl +1 Str +1 8 One Week Spear Str +2L 40 N 3 Armor Piercing: 2 Parry Dex + Melee Normal None (R) Armor Piercing: 2 7 Two Weeks Riposte +1 Normal +1 6 One Month Dex + Brawl/ Melee May be used Two-Handed, with Min Str 2, Str + 3L 5 One Year Stake Dex + Melee +3 Special 4 One Decade Strike Dex + Brawl Normal Str 3 Five Decades Sweep +1 Str (K) Two-Handed 2 One Century Dex + Brawl/ Melee 1 Five Centuries 0 Millenium+ Difficulty +1, Two-Handed Str + 0L N 2 Lance (Mounted) Str + 3L N 3 Armor Piercing: 3 Pitchfork N 2 Armor Piercing: 1, Two-Handed Armor Piercing: 2, may be used Two-Handed, with Min Str 3, Str +3L Area Difficulty Slums/The Circus 4 Lower-class neighborhood 5 Market district 6 Merchant-class neighborhood 7 Heavily patrolled area 8 HEALTH LEVELS Dice Pool Penalty BLOOD IN A VESSEL FEATS OF STRENGTH HUNTING 2 Dagger Maneuver N Javelin © 2015 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Vampire the Masquerade and Storyteller system are registered trademarks of CCP hf. all rights reserved. Check out Onyx Path online at http:// www.theonyxpath.com ??? Conceal 50 3 Health Level 10 Range Str +2L N N Third Damage Javelin Str + 4L Str + 2L Armor Piercing: 2 Weapon Torpor Length Halberd Spear 3 Easy (following a clear and present trail) COMBAT TURN SUMMARY Road Polearms Str + 1L Blood/ Turn CLOSE COMBAT MANEUVERS Eleventh 1 Dagger Blood Pool 4 TORPOR Blades Str + 0L Max Traits Thrown Weapons Club Knife Notes Generation Trivial, probably not worth rolling 9 Blunt Weapons Missile Weapons 3 8 GENERATION RANGED WEAPONS Movement Penalty Bruised 0 No movement penalty Hurt -1 No movement penalty Injured -1 Halve the character’s maximum running speed Wounded -2 Character may not run, only walk Mauled -2 Character may only hobble three yards/meters per turn Crippled -5 Character may only crawl one yard/meter per turn Incapacitated - Character cannot move Torpor - Character is in torpor, and cannot act at all Final Death - Character dies permanently Strength Feats Lift (kg) Vessel Blood Pool 1 Throw a rock 20 Vampire 10+ 2 Break a wooden chair 45 Werewolf 20 3 Break down a wooden door 115 Average Human 10 Tackle Str + Brawl +1 Str +1 (K) 4 Break a wooden plank 180 Child 5 Weapon Strike Str + Melee Normal Weapon 5 Bend a sword 295 Cow 5 6 Throw a small pony 360 Dog 2 7 Throw a riding horse 410 Cat 1 8 Throw a warhorse 455 Bird 1/2 9 Punch through a simple stone wall 545 Bat/Rat 1/4 10 Rip open a reinforced door 680 11 Punch through a heavily reinforced door 910 12 Lift a small portcullis 1360 13 Throw a fully loaded wagon 1815 14 Throw a small boat 2265 15 Lift a large portcullis 2720 DEGREES OF SUCCESS 1 success Marginal; you get what you want, but at a cost, with potential consequences or imperfections INITIATIVE • Roll a die and add the result to your Initiative rating. Compare totals. Move down the roster from highest to lowest Initiative, resolving actions. ATTACKS • Unarmed close-combat attacks use Dexterity + Brawl. • Armed close-combat attacks use Dexterity + Melee. • Ranged attacks use Dexterity + Archery or Dexterity + Athletics for thrown objects. • Before attack rolls, the victim’s player may choose to take a defensive action. Blocking uses Dexterity + Brawl, Dodging uses Dexterity + Athletics, and Parrying uses Dexterity + Melee. Defense successes reduce the attacker’s successes. DAMAGE • Roll damage rating plus the net attack successes. Every success is a health level of damage. SOAK • Once damage is rolled, roll soak. Soak rolls depend on the character type and the damage type used, but generally use Stamina + Fortitude + Armor for a dice pool. Successes reduce the damage caused. (A): The maneuver inflicts aggravated damage. (C): The maneuver continues into further turns. (K): The maneuver causes knockdown. (R): The maneuver reduces an opponent’s attack successes. Str = Strength, Dex = Dexterity RANGED MANEUVERS COVER Maneuver Dice Pool Difficulty Damage Aiming +1 per turn Normal Weapon Cover Difficulty to Hit Difficulty to Attack Light (lying prone) +1 None Hail of Arrows Dex + Archery Normal Weapon Good (behind wall) +2 +1 Impale Dex + Archery +3 Special Superior (only head exposed) +3 +2 Suppressive Fire Dex + Archery -2 Weapon SHIELDS AND PARRYING WEAPONS Item Parry Attack Difficulty Penalty Notes Small Shield 4 +/-0 — Standard Shield 6 +1 — Dagger 5 +/-0 — Sword 6 +1 Penalty only applies to hand-to-hand attacks ARMOR Class Rating Penalty Class One (Heavy Clothing) 1 - 2 successes Moderate; you get what you want, but with a cost, consequence, or imperfection 3 successes Complete; you get what you want within reason Class Two (Cloth/Textile Armor) 2 1 4 successes Exceptional; you get what you want, beyond expectations Class Three (Composite Armor) 3 1 5 successes Phenomenal; you perform with perfection, or you’ve created lasting greatness Class Four (Heavy Armor) 4 2 Class Five (Knight’s Armor) 5 3 TARGETING DIFFICULTY Target Size Difficulty Damage Medium (Limb, Shield, Sword) +1 No Modifier Small (Head, Hand, Knife) +2 +1 Precise (Eye, Heart, Ring) +3 +2 DIFFICULTIES MELEE WEAPONS Weapon Damage Conceal Min. Str Notes Axes Can be thrown 3 Trivial, probably not worth rolling 4 Easy (following a clear and present trail) 5 Straightforward (convincing the sympathetic) 6 Standard (most average actions) Hatchet Str + 1L C 2 Hand Ax Str + 2L L 3 Battle-Ax Str + 4L N 4 Two-Handed 7 Challenging (finding something on short time) Pick Ax Str + 2L N 4 Armor Piercing: 3 8 Difficult (convincing an enemy) 9 Extremely difficult (juggling weapons) Blunt Weapons Club Str + 2B C 2 Mace Str + 2L L 3 Morning Star Str + 3L L 3 Quarterstaff Str + 3B N 2 +2 dice to Sweep Warhammer Str + 4B N 4 Two-Handed TORPOR Road Torpor Length 10 One Day 9 Three Days 8 One Week Armor Piercing: 2 7 Two Weeks 6 One Month Blades Knife Str + 0L P 1 Dagger Str + 1L C 2 Saber Str + 2L L 3 Broadsword Str + 2L N 3 May be used Two-Handed, with Min Str 2, Str + 3L 5 One Year 4 One Decade 3 Five Decades Greatsword Str + 4L N 4 Two-Handed 2 One Century 1 Five Centuries 0 Millenium+ Polearms Halberd Str + 4L N 3 Javelin Difficulty +1, Two-Handed HUNTING Str + 0L N 2 Lance (Mounted) Str + 3L N 3 Armor Piercing: 3 Pitchfork Str + 1L N 2 Armor Piercing: 1, Two-Handed Spear Str + 2L N 2 Armor Piercing: 2, may be used Two-Handed, with Min Str 3, Str +3L Area Difficulty Slums/The Circus 4 Lower-class neighborhood 5 Market district 6 Merchant-class neighborhood 7 Heavily patrolled area 8 HEALTH LEVELS © 2015 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Vampire the Masquerade and Storyteller system are registered trademarks of CCP hf. all rights reserved. Check out Onyx Path online at http:// www.theonyxpath.com Health Level Dice Pool Penalty Movement Penalty Bruised 0 No movement penalty Hurt -1 No movement penalty Injured -1 Halve the character’s maximum running speed Wounded -2 Character may not run, only walk Mauled -2 Character may only hobble three yards/meters per turn Crippled -5 Character may only crawl one yard/meter per turn Incapacitated - Character cannot move Torpor - Character is in torpor, and cannot act at all Final Death - Character dies permanently GENERATION RANGED WEAPONS Missile Weapons Weapon Damage Range Conceal Min Str Notes Generation Max Traits Blood Pool Blood/ Turn Crossbow 3L 90 L 3 Armor Piercing: 2 Third 10 ??? ??? Heavy Crossbow 4L 90 N 4 Armor Piercing: 3 Fourth 9 50 10 8 40 8 Longbow 4L 120 N 4 Armor Piercing: 4 Fifth Shortbow 2L 60 L 3 Armor Piercing: 2 Sixth 7 30 6 Sling 3B 40 P 2 Seventh 6 20 4 Eighth 5 15 3 Ninth 5 14 2 Thrown Weapons Dagger Str +1L 20 C Hatchet Str +1L 20 C 2 +1 difficulty Tenth 5 13 1 Javelin Str +2L 50 N 2 Armor Piercing: 2 Eleventh 5 12 1 Knife Str +0L 15 P 2 +1 difficulty Twelfth 5 11 1 Rock Str +0B 40 P 2 +1 difficulty Thirteenth+ 5 10 1 Spear Str +2L 40 N 3 Armor Piercing: 2 BLOOD IN A VESSEL FEATS OF STRENGTH Strength Feats Lift (kg) Vessel Blood Pool 1 Throw a rock 20 Vampire 10+ 2 Break a wooden chair 45 Werewolf 20 3 Break down a wooden door 115 Average Human 10 4 Break a wooden plank 180 Child 5 5 Bend a sword 295 Cow 5 6 Throw a small pony 360 Dog 2 7 Throw a riding horse 410 Cat 1 1/2 1/4 8 Throw a warhorse 455 Bird 9 Punch through a simple stone wall 545 Bat/Rat 10 Rip open a reinforced door 680 11 Punch through a heavily reinforced door 910 12 Lift a small portcullis 1360 13 Throw a fully loaded wagon 1815 14 Throw a small boat 2265 15 Lift a large portcullis 2720 DEGREES OF SUCCESS 1 success Marginal; you get what you want, but at a cost, with potential consequences or imperfections 2 successes Moderate; you get what you want, but with a cost, consequence, or imperfection 3 successes Complete; you get what you want within reason 4 successes Exceptional; you get what you want, beyond expectations 5 successes Phenomenal; you perform with perfection, or you’ve created lasting greatness COVER Cover Difficulty to Hit Difficulty to Attack Light (lying prone) +1 None Good (behind wall) +2 +1 Superior (only head exposed) +3 +2 CLOSE COMBAT MANEUVERS COMBAT TURN SUMMARY Maneuver Dice Pool Difficulty Damage Bite Dex + Brawl +1 Normal Str + 1 (A) Block Dex + Brawl Normal None (R) Claw Dex + Brawl Normal Str + 1 (A) Clinch Dex + Brawl Normal Str (C) Disarm Dex + Melee Normal +1 Special Dodge Dex + Athletics Normal None (R) Great Blow Dex + Brawl/ Melee +1 Normal +2 Hold Str + Brawl Normal None (C) Kick Dex + Brawl +1 Str +1 Parry Dex + Melee Normal None (R) Riposte Dex + Brawl/ Melee +1 Normal +1 Stake Dex + Melee +3 Special Strike Dex + Brawl Normal Str Sweep Dex + Brawl/ Melee +1 Str (K) Tackle Str + Brawl +1 Str +1 (K) Weapon Strike Str + Melee Normal Weapon INITIATIVE • Roll a die and add the result to your Initiative rating. Compare totals. Move down the roster from highest to lowest Initiative, resolving actions. ATTACKS • Unarmed close-combat attacks use Dexterity + Brawl. • Armed close-combat attacks use Dexterity + Melee. • Ranged attacks use Dexterity + Archery or Dexterity + Athletics for thrown objects. • Before attack rolls, the victim’s player may choose to take a defensive action. Blocking uses Dexterity + Brawl, Dodging uses Dexterity + Athletics, and Parrying uses Dexterity + Melee. Defense successes reduce the attacker’s successes. DAMAGE • Roll damage rating plus the net attack successes. Every success is a health level of damage. SOAK • Once damage is rolled, roll soak. Soak rolls depend on the character type and the damage type used, but generally use Stamina + Fortitude + Armor for a dice pool. Successes reduce the damage caused. (A): The maneuver inflicts aggravated damage. (C): The maneuver continues into further turns. (K): The maneuver causes knockdown. (R): The maneuver reduces an opponent’s attack successes. Str = Strength, Dex = Dexterity RANGED MANEUVERS Maneuver Dice Pool Difficulty Damage Aiming +1 per turn Normal Weapon Hail of Arrows Dex + Archery Normal Weapon Impale Dex + Archery +3 Special Suppressive Fire Dex + Archery -2 Weapon SHIELDS AND PARRYING WEAPONS Item Parry Attack Difficulty Penalty Notes Small Shield 4 +/-0 — Standard Shield 6 +1 — Dagger 5 +/-0 — Sword 6 +1 Penalty only applies to hand-to-hand attacks ARMOR Class Rating Penalty Class One (Heavy Clothing) 1 - Class Two (Cloth/Textile Armor) 2 1 Class Three (Composite Armor) 3 1 Class Four (Heavy Armor) 4 2 Class Five (Knight’s Armor) 5 3 TARGETING DIFFICULTY Target Size Difficulty Damage Medium (Limb, Shield, Sword) +1 No Modifier Small (Head, Hand, Knife) +2 +1 Precise (Eye, Heart, Ring) +3 +2