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Dark Ages Screen

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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
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