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Combat Summary Chart Experience Costs

Experience Costs
Stage One: Intent
Attribute 4 Experiences per dot
• The players and the Storyteller describe what their characters want out of
the fight. Merit 1 Experience per dot
• Decide whether characters can surrender and can become Beaten Down. Skill Specialty 1 Experience
Stage Two: Initiative Skill 2 Experiences per dot
• If the attacker springs an ambush or otherwise strikes when the defender isn’t Clan Discipline 3 Experiences per dot
able to counter, the defender rolls Wits + Composure contested by the attacker’s
Dexterity + Stealth. If the defender scores fewer successes, she doesn’t act on the Out-of-Clan Discipline 4 Experiences per dot
first turn of combat and cannot apply Defense against attacks. If the defender Blood Sorcery Ritual 2 Experiences
gets equal or more successes, the ambush has no effect.
• Everyone rolls Initiative: the result of a die roll + Dexterity + Coil of the Dragon, 3 Experiences per dot
Composure. If the character has a weapon readied, apply its Initiative within chosen Mystery
Modifier. A vampire with Celerity can spent 1 Vitae to jump to the
head of the queue; if more than one tries, trigger a Clash of Wills. Coil of the Dragon, 4 Experiences per dot
outside chosen
Stage Three: Attack Mystery
• Unarmed Combat: Strength + Brawl vs. Defense Scale of the Dragon 2 Experiences
• Melee Combat: Strength + Weaponry vs. Defense
• Ranged Combat: Dexterity + Firearms Humanity 2 Experiences per dot
• Thrown Weapons: Dexterity + Athletics vs. Defense Blood Potency 5 Experiences per dot
A character’s Defense is normally subtracted from any attack dice pools where
it applies. If she chooses to Dodge, the defender rolls twice her Defense as a dice
pool against each attack. Each success reduces the attacker’s successes by one. If
the attacker is reduced to zero successes, the attack does nothing. If the attacker
Extended Actions
has successes remaining, add any weapon modifier to the number of successes to 1. Determine Dice Pool: Attribute + Skill + Specialty
determine how many points of Health the target loses. All weapons deal lethal (if any)
damage to mortals, while all mundane weapons deal bashing damage to vampires. 2. Determine Target Successes and Time
3. Determine Interval of rolls
Stage Four: 4. Results for Each Roll
The Storyteller describes the attack and wound in narrative terms Dramatic Failure: In addition to the effects of a
• Aiming: +1 per turn to a +3 maximum failure, the first roll on a further attempt suffers a −2
die penalty.
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
Failure: You face a setback. The Storyteller will offer
• Armor Piercing: Ignores amount of target’s armor equal to item’s rating
you a choice: take a Condition of her choice or abandon
• Autofire Long Burst: 20 or so bullets, no target limit pending Storyteller
the action. You can offer a different Condition if you
approval. A +3 bonus is applied to each attack roll; –1 per roll for each
think it makes sense. If you refuse or cannot agree on a
target after the first
Condition, you lose all accumulated successes.
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a
Success: Add the successes scored on the roll to your
+2 bonus to each attack roll; –1 per roll for each target after the first
running total. Work with the Storyteller to determine
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to what steps your character has taken towards his goal.
the roll
Exceptional Success: Choose one of: Reduce the
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” number of successes required by your character’s Skill
• Cover: Subtract Durability from damage; if Durability is greater than dots, reduce the time on each following roll by a quarter,
weapon modifier, attack has no effect or apply the exceptional success result of the action when
• Dodge: Double Defense, roll as a dice pool with each success subtracting you complete your goal.
one from the attacker’s successes
• Drawing a Weapon: Requires instant action without a Merit and could
negate Defense at Storyteller discretion.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2, or
Damage from Fire
Fire deals aggravated damage.
–3) reduced by one as a penalty to fire back (so, no modifier, –1, or –2)
• Offhand Attack: –2 penalty Size of Fire Damage
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when Torch 1
attacker is within close-combat distance
• Range: –2 at medium range, –4 at long range Bonfire 2
• Shooting into Close Combat: –2 per combatant avoided in a single shot Inferno 3
(not applicable to autofire); –4 if grappling
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Heat of Fire Damage Modifier
• Surprised or Immobilized Target: Defense doesn’t apply Candle (first-degree burns) —
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor
may or may not apply, but Defense does apply Torch (second-degree burns) +1
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Bunsen burner +2
or Composure) in one roll or instance (third-degree burns)
Chemical fire/molten metal +3
Grappling Summary
To grab your opponent, roll Strength + Brawl vs. Defense. On a success, both of you are grappling. A length of rope, a chain, or a whip
adds its weapon bonus to your Strength when grappling. If you score an exceptional success on this first roll, pick a move.
When grappling, each party makes a contested Strength + Brawl vs. Strength + Brawl action on the higher of the two characters’
Initiative. The winner picks a move, or two moves on an exceptional success.
• Break Free from the grapple. You throw off your opponent; you’re both no longer grappling. Succeeding at this move is a
reflexive action.
• Control Weapon, either by drawing a weapon that you have holstered or turning your opponent’s weapon against him. You
keep control until your opponent makes a Control Weapon move.
• Damage your opponent by dealing bashing damage equal to your rolled successes. If you previously succeeded at a Control
Weapon action, add the weapon bonus to your successes.
• Disarm your opponent, removing a weapon from the grapple entirely. You must first have succeeded at a Control Weapon move.
• Drop Prone, throwing both of you to the ground (see “Going Prone”). You must Break Free before rising.
• Hold your opponent in place. Neither of you can apply Defense against incoming attacks.
• Restrain your opponent. Your opponent suffers the Immobilized Tilt. You can only use this move if you’ve already succeeded in
a Hold move. If you use equipment to Restrain your opponent, you can leave the grapple.
• Take Cover using your opponent’s body. Any ranged attacks made until the end of the turn automatically hit him.
• Feed from your opponent after successfully biting as part of a Damage move. Steal one Vitae (and inflict one lethal damage) .

Sample Humanity Breaking Points


Humanity 10 (Five Dice) Humanity 7 (Four Dice) • Spending a year or more in torpor.
• Surviving a century.
• One night without human contact. • One week active without human contact. • Accidentally killing.
• Lying in defense of the Masquerade. • Surviving something that would
• Spending more than one Vitae in a hospitalize a human. Humanity 3 (Two Dice)
night. • Injuring someone over blood. • One month active without human
Humanity 9 (Five Dice) Humanity 6 (Three Dice) contact.
• Reaching Blood Potency 6.
• Watching humans eat a meal. • Falling into torpor. • Death of a mortal spouse or child.
• Committing a superhuman feat of • Feeding from a child. • Impassioned killing.
physical prowess. • Reading your own obituary.
• Feeding from the unwilling or • Experiencing a car crash or other Humanity 2 (One Die)
unknowing. immense physical trauma. • One year active without human contact.
• Urging another’s behavior with a
Humanity 5 (Three Dice) • Premeditated killing.
Discipline.
• Seeing a culture that didn’t exist when
• Spending an hour in the sun. • Two weeks active without human you were alive.
contact.
Humanity 8 (Four Dice) • Surviving 500 years.
• Reaching Blood Potency 3.
• Creating a revenant.
• Creating a ghoul. • Death of a mortal family member.
• Rejected by a human. • Joining a covenant to the point of Humanity 1 (Zero Dice)
• Riding the wave of frenzy. gaining Status for it.
• One decade active without human
• Depriving another of consent with a contact.
Discipline. Humanity 4 (Two Dice)
• Heinous, spree, or mass murder.
• Spending most of a day in the sun. • Impassioned violence.
• Killing your Touchstone.

Predatory Aura Effects of Blood Potency


The Monstrous Beast: Blood Potency + Strength, inflicts Bestial Attribute/ Max Vitae/
The Seductive Beast: Blood Potency + Presence, inflicts Wanton Blood Potency Skill Maximum Per Turn Can Feed From
The Competitive Beast: Blood Potency + Intelligence, inflicts 0 5 Stamina/1 Animals
Competitive
Vampires can always recognize other vampires via the predatory 1 5 10/1 Animals
aura, unless obscured by other powers. 2 5 11/2 Animals
To Lash Out:
3 5 12/3 Humans
1. Take an action appropriate to the aspect of the Beast being
invoked. 4 5 13/4 Humans
2. Roll the pool specified above. 5 5 15/5 Humans
3. Defender chooses fight or flight.
Fight: Defender picks aspect of the Beast and rolls the pool specified 6 6 20/6 Kindred
above. Whoever scores less successes gets the Condition associated 7 7 25/7 Kindred
with her opponent’s Beast. Whoever scores more gets +2 to any rolls
to pursue her aspect’s interests. 8 8 30/8 Kindred
Flight: Defender gains the Condition associated with the aggressor’s 9 9 50/10 Kindred
aspect and escapes from the challenge.
10 10 75/15 Kindred
Melee Weapons Chart
Type Damage Initiative Strength Size Availability Special
Brass Knuckles 0 0 1 1 • Uses Brawl to attack
Crowbar 2 −2 2 2 •
Chain 1 −3 2 2 • Grapple
Knife 0 −1 1 1 •
Rapier 1 −2 1 2 •• Armor piercing 1
Fire Ax 3 −4 3 3 •• 9-again, two-handed
Stake* 0 −4 1 1 n/a

Grapple: Add the chain’s weapon bonus to your dice pool when grappling.
* A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack.
** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons of Size 1.

Ranged Weapons Chart


Type Damage Ranges Clip Initiative Strength Size Availability Example
Revolver, lt 1 20/40/80 6 0 2 1 •• SW M640 (.38 Special)
Revolver, hvy 2 35/70/140 6 −2 3 1 •• SW M29 (.44 Magnum)
Pistol, lt 1 20/40/80 17+1 0 2 1 ••• Glock 17 (9mm)
Pistol, hvy 2 30/60/120 7+1 −2 3 1 ••• Colt M1911A1 (.45 ACP)
SMG, small* 1 25/50/100 30+1 −2 2 1 ••• Ingram Mac-10 (9mm)
SMG, large* 2 50/100/200 30+1 −3 3 2 ••• HK MP-5 (9mm)
Rifle 4 200/400/800 5+1 −5 2 3 •• Remington M-700 (30.06)
Assault Rifle* 3 150/300/600 42+1 −3 3 3 ••• Stery-Aug (5.56mm)
Shotgun** 3 20/40/80 5+1 −4 3 2 •• Remington M870 (12-gauge)
Crossbow*** 2 40/80/160 1 −5 3 3 •••

* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the heart (–3
penalty to attack rolls; must deal at least 5 damage in one attack)

Damage from Sunlight


Humanity Dots Damage Type Blood Potency Dots Damage Frequency
7-10 1 lethal 0 —
6 2 lethal 1-2 Ten minutes
5 3 lethal 3 One minute
4 1 aggravated 4-5 One turn
3 2 aggravated 6-7 2x / turn
2 3 aggravated 8-9 3x / turn
1 4 aggravated 10 5x / turn
0 5 aggravated

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