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MELEE WEAPONS DIFFICULTIES RANGED WEAPONS GENERATION CLOSE COMBAT COMBAT TURN
Weapon Damage Conceal Min. Str Notes 3 Trivial, probably not worth rolling Missile Weapons Max Blood Blood/ MANEUVERS SUMMARY
Weapon Damage Range Conceal Min Str Notes Generation Traits Pool Turn
Axes 4 Easy (following a clear and present trail) Maneuver Dice Pool Difficulty Damage INITIATIVE
Crossbow 3L 90 L 3 Armor Piercing: 2 Third 10 ??? ???
Hatchet Str + 1L C 2 Can be thrown 5 Straightforward (convincing the sympathetic) Bite Dex + Brawl Normal Str + 1 (A)
Heavy Crossbow 4L 90 N 4 Armor Piercing: 3 Fourth 9 50 10 • Roll a die and add the result to your Initiative rating. Compare
Hand Ax Str + 2L L 3 6 Standard (most average actions) +1
totals. Move down the roster from highest to lowest Initiative,
Longbow 4L 120 N 4 Armor Piercing: 4 Fifth 8 40 8 Block Dex + Brawl Normal None (R)
Battle-Ax Str + 4L N 4 Two-Handed 7 Challenging (finding something on short time) resolving actions.
Shortbow 2L 60 L 3 Armor Piercing: 2 Sixth 7 30 6 Claw Dex + Brawl Normal Str + 1 (A)
Pick Ax Str + 2L N 4 Armor Piercing: 3 8 Difficult (convincing an enemy)
Seventh 6 20 4 ATTACKS
Blunt Weapons 9 Extremely difficult (juggling weapons) Sling 3B 40 P 2 Clinch Dex + Brawl Normal Str (C)
Thrown Weapons Eighth 5 15 3 • Unarmed close-combat attacks use Dexterity + Brawl.
Club Str + 2B C 2 Disarm Dex + Melee Normal +1 Special
Dagger Str +1L 20 C Ninth 5 14 2 • Armed close-combat attacks use Dexterity + Melee.
Mace Str + 2L L 3 TORPOR Tenth 5 13 1
Dodge Dex + Athletics Normal None (R)
Morning Star Str + 3L L 3 Hatchet Str +1L 20 C 2 +1 difficulty Great Blow Dex + Brawl/ +1 Normal +2 • Ranged attacks use Dexterity + Archery or Dexterity + Athletics
Road Torpor Length Javelin Str +2L 50 N 2 Armor Piercing: 2 Eleventh 5 12 1 Melee for thrown objects.
Quarterstaff Str + 3B N 2 +2 dice to Sweep
10 One Day Knife Str +0L 15 P 2 +1 difficulty Twelfth 5 11 1 Hold Str + Brawl Normal None (C) • Before attack rolls, the victim’s player may choose to take a
Warhammer Str + 4B N 4 Two-Handed
Thirteenth+ 5 10 1 defensive action. Blocking uses Dexterity + Brawl, Dodging uses
Blades 9 Three Days Rock Str +0B 40 P 2 +1 difficulty Kick Dex + Brawl +1 Str +1
Dexterity + Athletics, and Parrying uses Dexterity + Melee. Defense
Knife Str + 0L P 1 8 One Week Spear Str +2L 40 N 3 Armor Piercing: 2 Parry Dex + Melee Normal None (R) successes reduce the attacker’s successes.
Dagger Str + 1L C 2 Armor Piercing: 2 7 Two Weeks BLOOD IN Riposte Dex + Brawl/ +1 Normal +1
Melee DAMAGE
Saber Str + 2L L 3 6 One Month FEATS OF STRENGTH A VESSEL
• Roll damage rating plus the net attack successes. Every success is
5 One Year Stake Dex + Melee +3 Special
Broadsword Str + 2L N 3 May be used Strength Feats Lift (kg) Vessel Blood Pool a health level of damage.
Two-Handed, with 4 One Decade Strike Dex + Brawl Normal Str
1 Throw a rock 20 Vampire 10+
Min Str 2, Str + 3L 3 Five Decades Sweep Dex + Brawl/ +1 Str (K) SOAK
Greatsword Str + 4L N 4 Two-Handed 2 One Century
2 Break a wooden chair 45
f i le Werewolf 20 Melee
• Once damage is rolled, roll soak. Soak rolls depend on the
Polearms
3 Break down a wooden door 115
le Average Human 10 Tackle Str + Brawl +1 Str +1 (K) character type and the damage type used, but generally use

mp
1 Five Centuries Child 5
4 Break a wooden plank 180 Weapon Strike Str + Melee Normal Weapon Stamina + Fortitude + Armor for a dice pool. Successes reduce
Halberd Str + 4L N 3 Difficulty +1, 0 Millenium+

Sa
Two-Handed 5 Bend a sword 295 Cow 5 the damage caused.
6 Throw a small pony 360 Dog 2 (A): The maneuver inflicts aggravated damage.
Javelin Str + 0L N 2 HUNTING (C): The maneuver continues into further turns.
Lance (Mounted) Str + 3L N 3 Armor Piercing: 3 7 Throw a riding horse 410 Cat 1
Area Difficulty (K): The maneuver causes knockdown.
8 Throw a warhorse 455 Bird 1/2 (R): The maneuver reduces an opponent’s attack successes.
Pitchfork Str + 1L N 2 Armor Piercing: 1,
Slums/The Circus 4 SHIELDS AND
Two-Handed 9 Punch through a simple stone wall 545 Bat/Rat 1/4 Str = Strength, Dex = Dexterity
Spear Str + 2L N 2 Armor Piercing:
Lower-class neighborhood 5 PARRYING WEAPONS
10 Rip open a reinforced door 680
2, may be used Market district 6 Parry Attack
11 Punch through a heavily reinforced door 910 COVER RANGED MANEUVERS
Two-Handed, with Merchant-class neighborhood 7 Item Difficulty Penalty Notes
Min Str 3, Str +3L 12 Lift a small portcullis 1360 Maneuver Dice Pool Difficulty Damage
Heavily patrolled area 8 Difficulty Difficulty Small Shield 4 +/-0 —
13 Throw a fully loaded wagon 1815 Aiming +1 per turn Normal Weapon
Cover to Hit to Attack Standard Shield 6 +1 —
HEALTH LEVELS 14 Throw a small boat 2265 Hail of Arrows Dex + Archery Normal Weapon
Light (lying prone) +1 None Dagger 5 +/-0 —
15 Lift a large portcullis 2720 Impale Dex + Archery +3 Special
Health Level Dice Pool Penalty Movement Penalty Good (behind wall) +2 +1 Sword 6 +1 Penalty only applies to
Superior (only head +3 +2 Suppressive Dex + Archery -2 Weapon hand-to-hand attacks
Bruised 0 No movement penalty
DEGREES OF SUCCESS exposed) Fire
© 2015 CCP hf. All rights reserved. Hurt -1 No movement penalty
Reproduction without the written
permission of the publisher is expressly
Injured -1 Halve the character’s maximum running speed 1 success Marginal; you get what you want, but at a cost, with potential conse- ARMOR
forbidden, except for the purposes of Wounded -2 Character may not run, only walk
quences or imperfections TARGETING
reviews, and one printed copy may Class Rating Penalty
2 successes Moderate; you get what you want, but with a cost, consequence, or
be reproduced for personal use only. Mauled -2 Character may only hobble three yards/meters per turn
imperfection Class One (Heavy Clothing) 1 -
DIFFICULTY
Vampire the Masquerade and Story-
teller system are registered trademarks Crippled -5 Character may only crawl one yard/meter per turn Class Two (Cloth/Textile Armor) 2 1
3 successes Complete; you get what you want within reason Target Size Difficulty Damage
of CCP hf. all rights reserved. Incapacitated - Character cannot move
Check out Onyx Path online at http:// 4 successes Exceptional; you get what you want, beyond expectations Class Three (Composite Armor) 3 1 Medium (Limb, Shield, Sword) +1 No Modifier
www.theonyxpath.com Torpor - Character is in torpor, and cannot act at all Class Four (Heavy Armor) 4 2
5 successes Phenomenal; you perform with perfection, or you’ve created lasting Small (Head, Hand, Knife) +2 +1
Final Death - Character dies permanently greatness Class Five (Knight’s Armor) 5 3 Precise (Eye, Heart, Ring) +3 +2

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