Beruflich Dokumente
Kultur Dokumente
CHEAT SHEET 1
ATTRIBUTES
HEALTH SIZE SPEED
/
BASHING LETHAL AGGRAVATED
STRENGTH
Health: Start at left and mark boxes DURABILITY
going right. Aggravated first, lethal sec- 1 Wood, hard plastic,
ond, bashing third. “Push” lesser glass
wounds to the right when adding greater 2 Stone, aluminum
wounds. 3 Steel, iron
• When all boxes marked, roll Stamina
each turn to not pass out. 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
DAMAGE & EFFECTS 1
TYPES OF DAMAGE
DRUGS
CHEAT SHEET 3
DAMAGE & EFFECTS 2
BUYING WEAPONS ON THE BLACK MARKET
POISONS/TOXINS
DRUG OVERDOSE
CHEAT SHEET 4
COMBAT ELEMENTS
THROWN WEAPONS RANGES SUPPRESSION FIRE AREA
Non-aerodynamic: SHORT = Strength + Dex + Athletics - Object’s Size
MEDIUM = Short x 2, LONG = Short x 4
TACTICS
FIRE DAMAGE
ELECTRICITY DAMAGE
CHEAT SHEET 5
ARMOR, WEAPON SUMMARY
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
under his arm, has fallen out of favor in recent years. While the
WEAPON CONCEALMENT shoulder holster does allow the wearer to conceal the weapon
P (Palm or Pocket): The weapon is small enough with a shorter outer garment than a belt holster does, the
to be hidden in a shirt or pants pocket. Few firearms are shoulder holster is also less comfortable for extended wear. In
this small; most are “hold-out” weapons with low calibers addition, the under-arm location causes the weapon to pick up
and ammunition capacities. Weapons with Size 1/P are more sweat and grime from its wearer, and female users complain
less than five inches in total length and four inches in about weapons digging into their breasts.
height: small enough to fit in an adult’s hand without
overlapping at any point. Ankle (Maximum Size 1/S, –1): This is a favored
location for carrying a small backup weapon in addition
S (Shirt): The weapon is small enough that it will to a primary sidearm. An ankle holster is unlikely to be
not produce a noticeable bulge if the character hides it noticed in a confrontation. However, an ankle holster
under a loose shirt, in an ankle holster or in the cargo is also rather inaccessible unless the wearer bends down
pocket of a jacket or a pair of pants. Weapons with Size “to tie his shoes.” The added weight on one ankle tends
1/S are less than seven inches long. to throw off most wearers’ strides, so weapons worn in
ankle holsters tend to be very lightweight.
J (Jacket): The weapon will fit under a light jacket
or a business suit’s coat. The weapon is less than 10 Small of the Back (Maximum Size 1/J, 0): Some
inches long and less than eight inches tall. This is the belt holsters are designed for small-of-the-back wear,
largest weapon that can fit in a purse or briefcase. Most and owners can also stuff their guns down the back of
Size 2/J firearms have this value only with the magazine their pants (referred to as “Mexican carry”). Either arrangement
removed or with a low-capacity magazine inserted — if is effective so long as no one looks behind the
a character attempts to hide one under a jacket with a character. However, having a hard metal object stuffed
full magazine in the weapon, it moves up to Size 2/L due against one’s lower vertebrae is uncomfortable, particularly
to the added three to six inches of height. for sitting, and can cause serious spinal injuries if
a character falls backward onto her weapon.
L (Long Coat): A character can hide the weapon
under a calf-length coat. The weapon is less than three Crotch (Maximum Size 1/P, –2): While uncomfortable,
feet long, which does not make it comfortable to shove the crotch is the least-likely location for a weapon
up an armpit. Most firearms with Size 2/L have this value to be discovered during a pat-down search. (Most cops
only with the magazine removed. If a character attempts will check, but amateurs aren’t always so thorough.) A
to hide the weapon under a coat with the magazine in, suspicious bulge in this location also tends to be written
the weapon moves up to Size 2/N due to the added six off as something other than a — ahem — small weapon,
to 12 inches of height. at least for a male. Removing a weapon from a crotch
holster is not a process that a character can perform both
N (Not Concealable): The weapon is too large for a safely and quickly while still wearing pants.
normal-sized human to conceal it under any reasonable
amount of clothing. The weapon is longer than three feet Inner Thigh (Maximum Size 1/S,–2): The best
or has features that make it too bulky to hide without a arrangement for an inner thigh holster involves a skirt,
large, obvious bulge. Characters who are significantly either short or long but with rip-away seams at midthigh.
larger than the human norm may hide some weapons of This holster is only marginally less uncomfortable
this size at the Storyteller’s discretion, but are likely to 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
Each of the following options lists two factors: a in a compromising position, anyway). The act of drawing
maximum Size for concealment and a dice pool modifier. the weapon may also give the character a momentary
The latter is the modifier for a Perception check (Wits + advantage of surprise, as most women don’t hike up their
Composure, Wits + Investigation or Wits + Firearms) to skirts in the middle of gunfights.
visually detect a weapon concealed using that method.
For every step that a weapon is below the minimum Size Wrist or Forearm (Maximum Size 1/P, 0): Use
for that method, reduce the modifier by –1. For example, of a wrist holster requires wide, flowing sleeves, which
a Size 1/P weapon concealed using a method suitable for generally means the character needs to be wearing a
Size 2/J inflicts an additional –3 modifier on attempts to jacket or dressing 30 years out of style. The amount of
detect it. A hand search gives the observer a +2 bonus, arm movement that the average person performs requires
and security personnel conducting screening usually this type of holster to hold the weapon securely, which
have additional equipment available as well. precludes rapid draws.
Belt (Maximum Size 1/J, +2): Although a simple Accessory (Maximum Size 1/S,–1): Belt packs
belt holster may not seem very concealed, the wearer are popular with tourists and mall-walkers and with
can fasten a business coat or windbreaker halfway and weapon owners who want to blend in with them. For
arrange it to completely cover the weapon. A belt holster women, a purse incorporating a concealed holster is
is “casual concealment” — it’s often not so much a also an option.
means of hiding a weapon as a way to politely cover it.
Many plainclothes police officers prefer belt holsters, Body Cavity (special: Size 1/P weapons only,
which maximize accessibility while keeping the guns impossible on visual inspection): Characters in the
out of the way while they’re seated. World of Darkness are sometimes dedicated to desperation.
Any weapon small enough to be hidden in a body
Armpit (Maximum Size 2/J, +1): The ubiquitous shoulder cavity is most likely a single-shot pen gun (see p. 67) or
holster, which places the weapon against the wearer’s ribs something similar in general shape. Methods for rapidly
and drawing and using such a weapon are left to the player CHEAT SHEET 10
VEHICLES 1
CHEAT SHEET 11
VEHICLES 2
CHEAT SHEET 12
ANIMALS & CREATURES 1
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
THE SHADOW 7
MANIFEST MODIFIERS
CHEAT SHEET 20
VAMPIRE 1
RÖTSCHRECK SUNLIGHT (aggravated damage)
Resolve + Composure
FRENZY
(Resolve + Composure)
• Heightened Senses • Touch of Shadow Cost: 1 Vitae per scene Knowing the Stranger (Auspex ••••,
Can see in dark (among other Conceals small objects Effects: Obfuscate ••••)
things) Pool: Wits + Larceny + 1. Add dots of Resilience to Stamina 21 XP
Add Auspex to perception rolls Obfuscate 2. Downgrade aggravated wounds Cost: 1 Vitae
Modifiers: sustained after activation to lethal Pool: (Contested) Intelligence + Empathy +
•• Aura Perception +2 A tiny item, one easily (number = dots of Stamina + Obfuscate versus Resolve + Blood Potency
Pool: Intelligence + Empathy + concealed in the palm of a hand. Resilience) Effect: Vampire finds out who they will
Auspex - Subject’s Composure +1 An item that can be hidden in - Does NOT downgrade preexisting appear to be when using The Familiar
- 2 turns to glean information) a pants pocket. wounds Stranger power and gains knowledge from
- # of Successes = # of colors -1 An item that can only barely - Does NOT affect ‘upgrading’ lethal subject’s mind
Detect Lying (Contested): be squeezed into a large jacket damage to aggravated
Intelligence + Empathy + Auspex pocket. Arcane Sight (Auspex ••, Cruac •)
versus Subject’s Composure -2 An item that can be concealed CRUAC 10 XP
under a jacket without too Cost: 1 Vitae per roll Cost: 1 Vitae/scene
••• Spirit’s Touch
obvious a bulge. Pool: Manipulation + Occult + Cruac Pool: Wits + Occult + Auspex
Scrutinize objects for psychic Extended: 1 roll = 1 turn Effect: Can read ‘aura’ of objects; can see if
impressions -3 An item too large to be
naturally hidden, but still small Successes needed = Level of ritual object/person has magical powers or is under
Pool: Wits + Occult + Auspex Damage on roll is penalty to next roll enchantment and nature/type/level of magic
Use on Person (Contested): Wits enough to be carried easily.
-3 The “item” is actually an Maximum Humanity = 10 - Cruac dots (e.g., vampire vs. mage); can discover
+ Occult + Auspex versus Resolve magical items
+ Blood Potency (if applicable) abstract ideal or negative space, • Pangs of Prosperia
such as a hallway or portal to - Each success = 1 piece of information
Rolled against Subject’s
•••• Telepathy another room. Composure + Blood Potency Iron Façade (Obfuscate ••, Resilience ••)
Cost: None for mortals, 1 -4 An item as large as the Effect: If successes > subject’s 10 XP
Willpower for supernaturals vampire herself, such as a successes, subject gets ravenous Cost: 1 Vitae/scene
(unless willing) motorcycle. and eats anything nearby (e.g., raw Pool: Intelligence + Survival + Obfuscate
Pool: Intelligence + Socialize + -5 An item bigger than the meat); vampires become Effect: Hides wounds and effect of wound
Auspex - Subject’s Resolve vampire herself, such as a car or “starving” penalties
large shipping crate,
••••• Twilight Projection
• Rigor Mortis Lessons in the Steel (Auspex •,
Cost: 1 Willpower •• Mask of Tranquility Subtract subject’s Composure Resilience •••)
Pool: Intelligence + Occult + Effect: Vampire doesn’t trigger from roll 12 XP
Auspex Predator’s Taint in others (but is Effect: Causes subject vampire’s Cost: 1 Vitae
still subject to it her/himself) and Physical actions to be penalized by Pool: Resolve + Investigation + Resilience -
MAJESTY
aura appears normal number of successes Opponent’s Resolve
• Awe - Considered “always on” Effect: Vampire learns information by being
Pool: Presence + Expression + •• Cheval wounded by opponent
Majesty ••• Cloak of Night Subtract subject’s Composure - 1 wound = 1 piece of information; -1
Pool: Intelligence + Stealth + from roll
Effect: If successes > subject(s) penalty to roll for each additional piece of
Obfuscate Effect: Vampire can “ride” senses
composure(s) (individually, not information
Effect: Vampire becomes of another for one night
combined), all social rolls get - No effect on ranged or discipline attacks
invisible
extra dice equal to original
successes
- Doesn’t affect recording •• The Hydra’s Vitae Quicken Sight (Auspex •, Celerity •)
devices Effect: Vampire’s vitae become 5 XP
poisonous; vampires gain no
•• Revelation
•••• The Familiar Stranger sustenance from vitae and suffer 1
Cost: 1 Vitae
Elicits “confession” of subject’s Effect: Add 5 dice to Wits + Composure roll
Pool: (Contested) Wits + lethal damage per point consumed;
secrets to see things moving too fast to observe
Subterfuge + Obfuscate versus mortals suffer 2 lethal damage
Cost: 1 Vitae normally (e.g., shuffled deck of cards)
Subject’s Resolve + Blood
Pool: (Contested) Manipulation +
Persuasion + Majesty versus
Potency ••• Deflection of Wooden Doom
CELERITY
Effect: Vampire “becomes” Effect: Stakings automatically fail
Subject’s Composure + Blood for 1 night
whoever subject most expects to Cost: 1 Vitae per turn
Potency
see in given situation Effects:
- Lasts for one scene (except on ••• Touch of the Morrigan
1. Celerity dots subtract from dice pool of
••• Entrancement Effect: Touch inflicts lethal
Subject becomes willing servant exceptional success) attackers
damage = number of successes
(but retains free will and identity) rolled 2. Add Celerity dots to Initiative
Pool: (Contested) Manipulation + ••••• Cloak the Gathering 3. New Speed = (1 + Celerity dots) x
Pool: Intelligence + Stealth + - Active for 1 hour per success
Empathy + Majesty versus - 1 use per ritual Speed
Obfuscate
Subject’s Composure + Blood
Effect: Hides a group just like VIGOR
Potency
Cloak of Night
- Can hide number of people up Cost: 1 Vitae per scene
•••• Summoning
Effects:
Subject must use available means to dots in Obfuscate (excluding
character); additional people add 1. Add dots of Vigor to Strength
to reach vampire
–1 penalty each 2. Jumping: On a vertical leap, a character
Cost: 1 Vitae
jumps (Vigor + one foot per success
Pool: (Contested) Manipulation +
rolled). For a standing broad jump, the
Persuasion + Majesty versus FEIGNING LIFE character jumps (Vigor + 2 feet per
Subject’s Composure + Blood
success rolled). On a running jump, the
Potency
distance jumped is Size + (Vigor + 4
- Only lasts until next daylight
feet per success rolled).
unless exceptional success
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 + Composure—3+
successes to successfully resist effects
FEIGNING LIFE
1 vitae/scene
Effects: Body heat, flushed skin,
breathing, blinking, etc.
EATING
1 vitae/scene
ROUTINE ACTIVITIES Effects: Can eat ‘normal’ food and drink
Spend 1 vitae to awaken each night for one scene. Afterwards, must vomit up
Feeding: Humans —> 1 health = 1 vitae everything.
Mammals —> 2 health = 1 vitae - Resolve + Composure to not lose vitae.
Vermin —> 4 health = 1 vitae
Stored blood —> 8 pints = 1 vitae
Frenzy: Resolve + Composure to resist PHYSICAL
“Ride the wave” —> 1 willpower, Resolve AUGMENTATION
+ Composure = 5 successes 1 vitae = 2 dots in Strength,
Daytime: Roll Humanity, successes = # of Dex, Stamina per turn
turns stay awake (exceptional = entire
scene); can re-roll as extended action HEALING DAMAGE
—> Max dice pool for any action = 2 Bashing —> 1 vitae
Humanity 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