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• Aggravated Called Shots: A called shot to the head, using any kind of
weapon or firearm, inflicts aggravated damage. An unarmed strike to the head
still inflicts bashing damage, unless the character has some way to inflict lethal
hand damage. Targeting the head imposes a –5 modifier. Rationale: Damage
to the head with anything hard or fast enough to crack the skull often causes
brain damage, and that’s a pretty sure way to kill a person.
• Area Effect Shotguns: When you fire a shotgun at a target less than five
yards away, you may make a second attack against anyone standing within two
yards of the target as a reflexive action. These secondary attacks use one half
the dice pool of your basic attack pool (Dexterity + Firearms + Damage), and
does not expend ammo. In effect, you’re rolling an extra attack for the “scatter
effect” of the shotgun pellets. If you spent Willpower on the attack or received
any other situational bonus, they apply only to the initial
attack—do not add them to the secondary attacks and do
not include them in the base dice pool when you divide it
in half. Rationale: This one is more of a video game trope
than cinema, but the shotgun being able to hit more than
one person at fairly close range has become a common
conceit of fiction.
Bone Effect
Arm –1 penalty to attacks or skills that
require the use of that arm.
Vampire Hacks
• Dead Flesh: Vampires do not suffer wound penalties except
from injuries caused by fire or sunlight. Rationale: Only the
banes of vampiric existence cause the Kindred fear and pain.
Knockback
A weapon or power not only knocks the target
off his feet, it sends him flying. When a character
is hit by an attack with the Knockback property,
roll Stamina + Athletics as a reflexive action,
and compare the successes to the successes
on the attack roll. For every additional success
earned on the attack roll, the target is thrown
backwards one yard and knocked prone. If the
Stamina + Athletics roll earns more successes,
the target is not thrown backwards and does
not fall prone.
Patch Up
Dice Pool: Dexterity + Medicine + equipment
Action: Extended (one success is required per –1 penalty to be negated; each roll represents one turn of
first aid work)
While it’s not as good as proper medical attention, a quick bandage and a makeshift sling can do wonders to
get an ally back into the fight. This use of the Medicine skill allows a character to temporarily negate penalties
incurred by injury and damage (whether wound penalties thanks to having damage in one of his rightmost three
Health boxes, penalties from suffering a called shot, or a supernatural power with debilitating effects). Penalties
from multiple sources can all be reduced with this Skill use. Only dice pool penalties (whether universal, as in
the case of wound penalties, or penalties to specific rolls) can be reduced; Speed reductions, temporary Ability
loss, and the like cannot be patched up. Specific penalties (e.g. a –1 to all actions involving fine motor control,
–2 to Perception rolls) must be patched up before general wound penalties, but the character performing the
patch-up job can pick and choose how many penalties he will negate.
At the Storyteller’s discretion, exceptionally severe wounds with associated penalties might require more
significant care than a patch up job—if a character is suffering penalties from a crushed and mangled hand
or a gouged-out eye, for example, a quick patch up probably won’t help.
If the patient incurs a new wound penalty or injury-based penalty, all penalties reduced by the patch up
immediately return in full.
Roll Results
Dramatic Failure: Your character’s ministrations only serve to increase the pain and discomfort of the
patient’s injuries. He suffers an additional –1 on all actions for the rest of the scene, on top of any wound
penalties he is currently suffering.
Failure: Your character fails to make progress toward reducing the patient’s penalties.
Success: Your character makes progress toward improving your patient’s functionality. Once you have
accumulated successes equal to the total penalty you wish to remove, the patient ceases to incur those
penalties until the end of the scene. At the end of the scene, the penalties return, and a character cannot be
subject to more than one patch up per story.
Exceptional Success: Your character makes tremendous progress toward patching up his patient. In
addition, if you roll five or more successes beyond the target number, the patch-up job lasts till the end of
the chapter instead of the end of the scene.
Suggested Equipment: Set of surgeon’s tools (scalpels, retractors, clamps) (+1), field surgical kit (+1),
military surgical kit (+2), access to surgical facilities (+3)
Possible Penalties: Lack of tools (–1 to –4), bad weather (–2), distraction from noise (–1) to imminent
danger (–4)
Example: Sara has been ambushed by a vampire and has been beaten up pretty badly. She has a wound in her
second rightmost Health box (for a –2 wound penalty), one leg is broken (–2 to Speed, –2 to actions requiring
balance), and one eye is swollen shut (–1 to Perception). Her friend Klaus wants to get her up and mobile as quickly
as possible, and decides to patch her up just long enough to get her home. He has to get rid of all of the specific
penalties she’s suffering before he can deal with the wound penalty: the –2 to balance-related actions and the –1 to
Perception (remember, he can’t negate the Speed penalty), meaning he needs three successes to start getting rid of
the wound penalty. Since time is of the essence, Klaus decides to try to get rid of the specific penalties and reduce her
wound penalty by –2, meaning he needs five successes in total. With his Intelligence + Medicine pool of 7, it will likely
take him about 3 turns to earn that many successes.
Inspire
Dice Pool: Presence + Expression
Action: Instant
Whether it’s the heartfelt expression of the
absolute faith a loved one has in you or a drill
sergeant’s command to get the hell up out of
the mud and keep fighting, your character’s
inspirational words can push an ally to keep
going when lesser men and women might curl
up and die.
You can inspire your allies once per scene, but
any given character may only benefit from being
inspired once per chapter.
Roll Results
Dramatic Failure: Your character stumbles
over her words or flubs her line, inspiring not
so much confidence and resolve as despair and
hopelessness. All allies who can hear your character
suffer a point of bashing damage instead of
regaining Health.
Failure: You fail to inspire a morale boost in
your allies.
Success: For every success you earn, you can
heal one ally who can see or hear you (a live
video link or radio communication is okay, but
not a prerecorded message) of one point of
bashing damage. For every two successes rolled,
you may heal one ally of one point of lethal
damage. You may spend this healing as you see
fit, dividing it up among multiple allies if you
wish, provided they can all see or hear you.
Exceptional Success: No additional effect
beyond the exceptional degree of healing.
Example: Klaus and Sara have rejoined their companions,
but things are in a bad way for the group.
Vampires have badly injured the two Lestrade brothers,
and Sara’s wounds are beginning to worsen.
Spirits are low, morale is near to breaking, and the
bloodsuckers are closing in. Klaus gives a rousing
speech, urging his friends to stand fast and hold till
dawn. Klaus’s player rolls his Presence + Expression,
and with his Specialty in Battlefield Oratory and the
expenditure of a Willpower point, he earns eight
successes! Four go to healing Sara’s lethal wounds,
taking her out of wound penalty territory, while
two each go to taking bashing damage off of the
Lestrade brothers’ Health tracks.