Storyteller Screen.pdf

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t
ypes of
A
ctions
Action
Simple
Example
Throwing a punch, dodging a bullet
Description
A one-shot chance of success or failure; success is determined by a single roll.
The Storyteller determines the difficulty and the traits that form the dice
pool. Automatic success is possible.
Task stretches over a period of time and each stage renews the chance for failure
or success. You make several rolls with the goal of collecting a stated number of
successes. This procedure increases the chance that you might botch.
Action pits two characters against each other. Each player rolls versus a common
difficulty number, or one based on the opponent’s traits. The two compare
successes, and the difference between those determines the degree of success.
Using the resisted-action rule, the players roll repeatedly in order to acquire
successes. The first to reach the total set by the Storyteller wins.
Maneuver
Traits
Dex + Brawl
Block
Clinch
Str + Brawl
Dex + Brawl/ Melee
Disarm
Dodge
Dex + Dodge
Str + Brawl
Hold
Kick
Dex + Brawl
Parry
Dex + Melee
Dex + Brawl
Strike
Sweep
Dex + Brawl/ Melee
Str + Brawl
Tackle
Weapon Strike
Dex + Melee
(C): The maneuver carries over into successive turns.
(K): The maneuver causes a knockdown.
(R): The maneuver reduces an opponent’s attack successes.
Maneuver
Automatic Fire
Multiple Shots
Strafing
3-Round Burst
Two Weapons
Traits
Dex + Firearms
Dex + Firearms
Dex + Firearms
Dex + Firearms
Dex + Firearms
f
Alling
D
AmAge
c
lose
-c
ombAt
m
Aneuvers
Accuracy
Special
Normal
Normal
Special
Normal
Normal
Special
Normal
Normal
Normal
Normal
Difficulty
Normal
Normal
+1
Normal
Normal
+1
Normal
Normal
+1
+1
Normal
Damage
(R)
Str (C)
Special
(R)
(C)
Str +1
(R)
Str
Str (K)
Str +1 (K)
Weapon
f
ire
D
AmAge
Damage Dice
2 (bashing)
5 (bashing)
10 (bashing)
10 (lethal)
10 (lethal)
10 (lethal)
Health Levels/Turn
One
Two
Three
Size of Fire
Clothing or hair on fire; body part
exposed to torch or similar small fire
Bonfire; half the body exposed to
extensive flames
Inferno; entire body engulfed in
raging fire
H
olDing
b
reAtH
Stamina
1
2
3
4
5
Holding Breath
30 seconds
One minute
Two minutes
Four minutes
Eight minutes
Extended
Mountain climbing, tracking in woods
Resisted
Picking a pocket or disarming someone
Feet
10
20
30
40
50
60
Save Roll
Dex + Athletics
Dex + Athletics
Dex + Athletics
None
None
None
Difficulty
7
8
9
—
—
—
e
lectricity
D
AmAge
Health Levels/Turn
One
Two
Three
Four
Electrical Source
Minor; wall socket
Major; vehicle battery
Severe; junction box
Fatal; main feed line
c
over
Cover Type
Light (lying prone, behind streetlight)
Good (behind car)
Superior (around a corner)
Difficulty Increase
+1
+2
+3
u
rbAn
A
nimAl
t
rAits
H
eAling
t
imes for
b
AsHing
D
AmAge
Health Level
Bruised to Wounded
Mauled
Crippled
Incapacitated
Recovery Time
One hour each
Three hours
Six hours
12 hours
Extended
Tailing someone evasive, wrestling
H
eAling
t
imes for
l
etHAl
D
AmAge
Health Level
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
Recovery Time
One day
Three days
One week
One month
Two months
Three months
Five months
Type
Rat
Cat
Dog
Bird (small)
Attributes
Strength 1, Dexterity 3, Stamina 1
Strength 1, Dexterity 4, Stamina 1
Strength 2, Dexterity 3, Stamina 2
Strength 1, Dexterity 5, Stamina 1
Abilities
Athletics 2, Stealth 1, Survival 2
Athletics 3, Stealth 4, Survival 1
Athletics 4, Stealth 1, Survival 2
Athletics 4
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ombAt
s
ummAry
Stage One: Initiative
• Everyone rolls initiative. Declare actions in descending numerical
order, including multiple actions, activation of powers or Willpower use. The
character with the highest initiative attempts her action first. You may yield
your turn until later in the initiative queue. With a successful Willpower roll
or the expenditure of a Willpower point, your character can defend against an
attack in exchange for her normal action. This defensive action takes place at
the same time as the attack, no matter when your established initiative falls.
Stage Two: Attack
• Unarmed close combat, roll Dexterity + Brawl.
• Armed close combat, roll Dexterity + Melee.
• Ranged combat (guns), roll Dexterity + Firearms.
• Ranged combat (thrown weapons), roll Dexterity + Athletics.
Stage Three: Resolution
• You determine the damage inflicted by attacks, based on weapon type
or maneuver, adding any extra dice gained from successes on the attack roll
to the damage dice pool.
• Targets may attempt to soak damage, if possible.
• The Storyteller describes the attack and wounding in narrative terms.
3
4
5
6
7
8
9
D
ifficulties
Easy — running on flat pavement
Routine — finding a number in the phone book
Straightforward — telling a little white lie to
a stranger
Standard — firing a gun, highway driving,
tracking
Challenging — driving in city traffic
Difficult — driving in a car chase
Extremely difficult — maneuvering a U-turn
at 60 mph
f
reebie
p
oints
Trait
Attribute
Ability
Lore
Background
Faith
Virtue
Willpower
Cost
5 per dot
2 per dot
7 per dot
1 per dot
6 per dot
2 per dot
1 per dot
r
urAl
A
nimAl
t
rAits
Type
Bull
Horse
Deer
Bird (large)
Attributes
Strength 7, Dexterity 3, Stamina 6
Strength 5, Dexterity 3, Stamina 5
Strength 2, Dexterity 4, Stamina 3
Strength 1, Dexterity 3, Stamina 2
Abilities
Survival 1
Athletics 4
Athletics 3, Stealth 1, Survival 2
Athletics 4, Survival 2
r
AngeD
-c
ombAt
m
Aneuvers
Accuracy
+10
Special
+10
+2
Special
Difficulty
+2
Normal
+2
+1
+1/ off-hand
Damage
Weapon
Weapon
Weapon
Weapon
Weapon
f
eAts of
s
trengtH
Strength
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Feat
Break a window
Break a wooden chair
Break open a wooden crate
Break a 2” x 4” board
Bend open steel chain links
Break a steel fence
Overturn a small car
Bend steel bars
Break through a cement wall
Tear free steel rivets
Bend 1” sheet metal
Break a metal lamp post
Overturn a station wagon
Overturn a van
Overturn a truck
Lift
40 lbs.
100 lbs.
250 lbs.
400 lbs.
650 lbs.
800 lbs.
900 lbs.
1000 lbs.
1200 lbs.
1500 lbs.
2000 lbs.
3000 lbs.
4000 lbs.
5000 lbs.
6000 lbs.
e
xperience
c
osts
Trait
Cost
3
New Ability
New Lore
7 (10 if from a House other than the character’s)
current rating x 4
Attribute
Ability
current rating x 2
Lore
current rating x 5
Background
current rating x 3
current rating x 2*
Virtue
Willpower
current rating
current rating x 7
Faith
Torment
10**
*Increasing a Virtue does not increase Willpower after character creation.
**This
decreases
the character’s permanent Torment by one point.
e
xotic
A
nimAl
t
rAits
Type
Bear
Wolf
Panther
Attributes
Strength 8, Dexterity 3, Stamina 8
Strength 3, Dexterity 4, Stamina 4
Strength 3, Dexterity 5, Stamina 4
Abilities
Athletics 2, Survival 3
Athletics 3, Survival 3
Athletics 3, Stealth 4, Survival 2
D
egrees of
s
uccess
One Success
Marginal — good enough for now
Two Successes Moderate — you did okay
Three Successes Complete — task accomplished
perfectly
Four Successes Exceptional — you earn a bonus
Five+ Successes Phenomenal — nobody does it better
r
AngeD
W
eApons
Type
Damage
Range
Rate
Clip
Conceal
Example
Revolver, Lt.
4
12
3
6
P
SW M640 (.38 Special)
Revolver, Hvy.
6
35
2
6
J
Colt Anaconda (.44 Magnum)
4
20
4
17+1
P
Glock 17 (9mm)
Pistol, Lt.
Pistol, Hvy.
5
30
3
7+1
J
Sig P220 (.45 ACP)
Rifle
8
200
1
5+1
N
Remington M-700 (30.06)
4
25
3
30+1
J
Ingram Mac-10 (9mm)
SMG, Small*
SMG, Large*
4
50
3
30+1
T
HK MP-5 (9mm)
7
150
3
42+1
N
Steyr-Aug (5.56mm)
Assault Rifle*
Shotgun
8
20
1
5+1
T
Ithaca M-37 (12-Gauge)
8
20
3
8+1
T
Fiachi-Law 12 (12-Gauge)
Shotgun, Semi-auto
Damage:
Indicates the damage dice pool.
Range:
This number represents the practical shot range in yards (difficulty 6). Your character may fire at twice this distance, but attacks are consid-
ered long range (difficulty 8).
Rate:
The maximum number of bullets or three-round bursts a gun can fire in a single turn. This rate does not apply to full-auto or strafing attacks.
Clip:
The number of shells a gun can hold — the +1 indicates a bullet can be held in the chamber, ready to fire.
Concealment:
P = Can be hidden in pocket; J = Can be hidden in jacket; T = Can be hidden in trench coat; N = Cannot be concealed at all.
*Indicates that the weapon is capable of three-round bursts, full-auto and strafing.
H
ierArcHy of
s
ins
Permanent Torment
10
9
8
7
Sins
There is no sin. You’re already damned. Why not do whatever you want?
Casual violation of others: murder for no reason, thoughtless cruelty and torture, near-mindless savagery.
Premeditated violation of others: plotted murder or assassination, systematic destruction of another,
long-sought revenge.
Sins of passion: murder in a fit of rage, giving in to feelings of hate, anger, jealousy or irrational prejudice,
encouraging the same in others. Destroying particularly inspirational or meaningful objects. Doing personal
harm through addiction or other self-destructive patterns of behavior.
Destruction of the works or Inflicting intentional emotional harm through cruelty or neglect.
Accidental violations: Doing harm to others through carelessness, negligence or thoughtlessness.
Neglecting duties or responsibilities. Betraying another’s trust.
Theft from or deception of others without just cause. Breaking your sworn word.
Doing harm (physical, emotional, or spiritual) to a mortal for any reason other than self-defense or the
greater good.
Doing harm to any mortal creature for any reason other than self-defense or the greater good (a disrespect
for the order of Creation). Permitting any lesser sin in your presence without at least trying to prevent it.
Any act of cruelty, selfishness or thoughtlessness. Allowing any such act in your presence without trying to
prevent it. An unwillingness to sacrifice for the greater good.
A
rmor
m
elee
W
eApons
Weapon
Damage
Conceal
Sap
Str +1
P
Club
Str +2
T
Knife
Str +1
J
Sword
Str +2
T
Small Ax
Str +2
T
Large Ax
Str +3
N
Weapon:
Your character may use many other items as weapons
(meat cleaver, pencil, razor, chair). Apply the listing above that
approximates the weapon used.
Concealment:
P = Can be hidden in pocket; J = Can be hidden
in jacket; T = Can be hidden in trench coat; N = Cannot be
concealed at all.
Class
Class One
(reinforced clothing)
Class Two
(armor T-shirt)
Class Three (Kevlar vest)
Class Four (flak jacket)
Class Five (full riot gear)
Armor Rating
1
2
3
4
5
Penalty
0
1
1
2
3
H
eAltH
c
HArt
Health Level
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
tions,
Dead
the
Dice-Pool Penalty
—
-1
-1
-2
-2
-5
—
—
Movement Penalty
Slightly contused; your character suffers no movement or dice-pool penalties.
Superficially hurt; your character suffers no movement penalties.
Your character’s movement is impaired slightly (halve maximum running speed).
Significantly hurt; your character may not run, though he may still walk or jog.
Badly hurt; your character may hobble no more than three yards per turn.
Extremely hurt; your character may crawl no more than one yard per turn.
Direly hurt; possibly unconscious; your character may do nothing, take no ac-
and only certain reflexives such as soak may be attempted if he’s unconscious.
The end of the road for mortals. Demons, though, may not have to throw in
towel just yet….
6
5
4
3
2
1
t
Argeting
Target Size
Medium (leg, arm, briefcase)
Small (hand, head, weapon)
Precise (eye, heart, padlock)
Difficulty
+1
+2
+3
Damage
No modifier
+1
+2
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