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MANY copan Chas Ses Ditooge lidikive ‘awsogih Se: J atarGumy Sap 0 Bi 1 1 : Brass Knuckles 0 ° 1 1 . Boton 1 = 2 2 n/a Crowbar 2 =2 2 2 : Tire Iron 1 = 2 2 oo Chain 1 23 2 2 : Shield (small) 0 2) 2 2 ” Shield (large) 2 -4 3 3 oo Knife ° =f 1 1 : Ropier 1 -2 1 2 Ae Machete 2 2, 2 2 oa Hatchot 1 22 1 1 . Fre Ax 3 4 3 3 = Chainsaw i -6 4 3 te Spear** 2 = 2 4 : Ranged Weapons Chart Type Dmg Ranges Initiative Str Sizo Availability Revolver, 1 20/40/80 & OO ome Revolver, ivy 2 a5/7/f40 6 -2, 8 Pisol It 1 20/40/80 1741 0 Tan Pisiol hy 2 30/60/120 741-2 ap ol SMG, small" 1 25/50/100 30#1 2 =n SMG, large" 2 50/100/200 30+1 -3 a ' fife 4 200/400/800 5+1 -5 2 3 AssaultRifet 3 150/300/600 42+1 -3 aces Shotgun** 3 20/40/80 S14 se Crostbow*** 2 4o/sido- 1-5! 38 Gnosis Ritual Trait Combined Gnosis Intervol Mox —Yantros_ Paradox Spells Obsessions 1 Hous 5 2 1 1 1 2 BHous 5 2 1 1 1 3 THour 5 3 2 2 2 4 THour 5 3 2 2 2 5 30 Minutes 5 4 3 a z ‘ 30 Minutes 6 4 3 3 3 7 10 Minutes 7 5 4 a 3 8 10 Minites 8 5 4 acs 3 ° 1 Minute 9 6 5 4 4 (20 Fores) 10 1 Minute 10 ‘6 5 4 4 (20 Turns) Special Stun Uses Brawl to attack +1 Defense Grapple Concealed Concealed Aumor piercing | ‘9-Again, twohanded ‘F-Again, twohanded +1 Defense, twohanded Example ‘SW M640 (.38 Special) SW M29 (.44 Mognum) Glock 17 (9mm) Colt MISTIAI [.45 ACP) Ingram Mac-10 {9mm) HE MES (9mm) Remngion M700 |30.06), Story-Aug (9.56mm) Remingion M870 (12gauge) Highest Other Mana/ Arcanum Arcana PerTurn Max Mox 10/1 3 mp 3 24 w/a 4 ws 5 2/e Ss Br 38 5 so/io 5 7S 5 5 Casting the Spell ‘Once all dice penalties and bonuses are calculated, including any penalties from Paradox, the player solls dice. A single success ‘on the casting means the spell effect takes place. Roll Results ‘Deamatic Failure: The magic doce not work. The caste? gains a Condition based on the intended outcome of the spell. Failure: The magic does not work, the mage’s imagination is not made real. Succoss: The spell’s effect rales place as imagined Exceptional Success: The spell’s effet takes place better than imagined. The character regains one spent point of Willpower, and the player may choose one of the following results; + Abonus step in the primary spell factor. A Reach in the primacy spell factor. A Condition which will give Arcane Beats whea resolved, oncither the mage or her subject. All Mana spent on the spell is refunded, and the mage receives one more point of Mana. ‘The spell ignores any Withstand levels and takes effect at fall Potency. Sandard Sale Number of Subjects ‘Sie of largest Subject Area of fect One Sed 5 Two Sibecs é fou Sibecs 7 8 ’ Amis ech fon oct pit ‘Asmallroom Alayeoon “4 Sevenoonsorasnge orbahone <6 Abalom ose hone 4 Advaned Kak Size of Largest Subject | Area of Hect ‘lags bees Asal wahoo pig bt ‘Alarge warehouse or superar A snl, ora stoping nal ‘Alar fac, ora cy block Acampora malrsighercod Eih Sobjes To Subjects Number of Sbjeds Sie siiets Sie Sikes Sib 160 Sits" Dice Peralty "None fbasic sucess) Dice Penalty Pote ney Standard: Potency 1, -2 dice per additional level of Forency Advanced: As shove, bur +2 co Withstand Dispellation Geared Wanetn © Tranctoey Dice Penalty None (basic success) Duration Tura 2 turns 3 turns, 5 turns 10 turns. Ea *Add an additional ~2 dice penalty per exita +10 tums. A\dvanced Duration - Prolonged. Dice Penalty None (basic success) -2 -4 zB -8 =10 {requires a Reach and 1 Mana) Determine Yantras Duration One scene/hour One Day ‘One Week ‘One Month ‘One Year Indefinite Yonira Dice Bonus Notes “ = Environment +] Z Supernal Verge +2 - Concentatos +2 Demeste Taking sone. fowvd octenor comoge cas a nip wsoabl with be Canotbe sd ‘ala Booking nes careelspal 4 = Skil dotsin sncoded Skil 2 fo # EB Requires Mort casing wih Syopatel fs ‘Acie, man tory bu provides Requires Mart Aasof Hubris Wisdom 8-10, High / Ealightonod (5 dice) These highest levels of Wisdom force the mage to walk a careful line. Any mi nor Act of Hubris risks degeneration. Ar this level, any time the mage uses a spell o accomplish something shie could do through mundane methods with little or no risk poses the chance for degeneration. When innocent bystanders are affected by your character's spells of actions, she is at isk as well. Wisdom 4-7, Medium / Understanding (3 dice). Most experienced and stable mages fall into this range of Wisdom, Sometimes, Aces of Hubris happen. But by and large, the mage acta with basic Wisdom most ofthe time. Allowing a Sleeper to witness obvious magic, thus risking greater Paredex, can cause degeneration. Self mutilating events such 2s soul stone creation tisk degeneration Not attempting to contain a severe Paradox risks degeneration as well. Forcing a sapient being (whether a arades Once a single Paradox die is added to the Paradox dice pool, the Storyteller must check for the possibility of a Pacadox, even if other factors reduce the Paradox dice pool to a chance die. The dice pool can be modified by certain facton. Dice Modifier Special Situetion eee eset Samed by Aco Tas fede core eh oribe anaes IG aceas ior very Nese heen The mage has become inured to the spell, Taisen tae longor risks Wisdom loss. Each Paradox roll after the frst made for the some caster within the same scene. This bonus accumulates with each roll, so the thr rol made fora mage wihina scene has a +2 modifier. ‘One or more Sleepers witness an obvious casting of magic, The mage ves a dedicated mogical tel during the casting. The mage spends a point of Mana (see 1.) Roll Results Densatic Failure: The mage does act invoke a Paradox, regains a point of Willpower, and the next Paradox roll made for her in the same scene does act suffer the usual, cumulative + dive modifies. Failure: The mage does nor invoke a Paradox, Surcos: A’Paradox occurs, regardless of the apelleasting’s auccces of failure ‘Exceptional Success: The mage gains a Paratlox Condition and 2 Paradox occurs. Sleeper. spirit, or anything else) to act counter to its interests, altering its nature longterm, or binding it to a task all siske degeneration, as does deliberate and premeditated murder and violence that leaves it vietim with long-term injury Wisdom 1-3, Low / Falling (1 dic); Hubris of this level con” cerns all mages. A mage at this precipice could be lost to his ‘magic at any time. Only the darkest, most selfishly destructive acts sisk degeneration at this point. Killing someone in a fit of sage, destroying an Awakened soul, allowing a Supernal being to be consumed by the Fallen World, or dealing with the Abyss can force the mage though her final loss of Wisdom. Wisdom 0: A character with no Wisdom is forever lost. His ‘hubris has overcome him, and he’s become one of “The Mad.” His magic lealis into the would, letting the Supernal out wherever, ‘he goes. He cannot control his magic; it controls him. Releasing Paradox Anomalies Effect Undo or apply a single Reach from the Common Reach Effects list on p+ 112 except Casting Time. Paradox 1 Reach 1 Reach Impose a Condition on the subject of the spell Change the subject of the spell Croate an Abyssal Environmental Tilt. Summon an Abyssal entity of Rank 2. Further Reach may increase the Rank ofthe entity by | / Reach Poradox One Scene One Chapter/Doy One Story/Month One Chronicle/Year Duration of Paradox Condition One Story/Month One Chapter/Day Ono Scone One Tum 2 Reach Reach 5 Reach Wisdom Enlightened | Understanding Falling Mad One Wisdom Enlightened Understanding Falling Mad One If the Pacadx Condition is allowed to lapse, the Abyss entecs he mage’s Parern. While the Albyas ia parr of the mage's Patera, if appeasin herNimbus. Everyspell she cassis rained by the Abyss and gains a Paradox die even if she does not attempt to Reach as part of the spell. Conditions that resclve this way grant an Arcane Best. At this point, the oalywray for the mage to semore the teint fcom hes Fatt io to Scots it out, similac to Pattern Scousing for Maia as described on p. 87. Removing a Paradox Condition sn this manner deals 2 single point of lethal damage to the mage, ‘bucshe does not gain Mana from the Scouring + Pulling Blow: Target gains 1 Defense; the attack can't deal more than chosen maximum damage. + Range: -2 at medium range, ~4 at long ronge. © Specified Target: Torso 1, leg or arm ~2, head ~3, hand -4, eye ~5. + Surprised or Immobilized Target: Defense doesn't apply. J Touching @ Target: Doxtorty + Brawl or Dexterity + Weaponry; armor may or may not apply, but Defense does apply. COMBAT SUMMARY CHART. STAGE ONE: INTENT +The players ond the Storyteller describe what their characters want out of the fight + Decide whether characters can surrender and become Beaten Down. STAGE TWO: INITIATIVE *+ Ifthe attacker springs on ambush or otherwise strikes when the defender isn't able to counter, the defender rolls Wits + Compo. sure contested by the ottacker's Dexterity + Stealth. Ifthe defender fails, she doesn't act on the first turn of combot and cannot apply Defense agains! attacks ‘+ Everyone rolls Initiative: the result ofa single die roll + Dexterity + Composure. If he choracier has @ weapon readied, apply its Iniotive Modifier ee : : STAGE THREE: ATTACK * Unarmed Combat: Sirengih + Brow! ~ opponent's Defense + Melee Combat: Strength + Weaponry ~ opponent's Defense + Ranged Comba! : Dexterity + Firearms + Thrown Weapons: Dexterity + Alhletics ~ opponent's Defense A character's Defense is normally subtracted from any attack dice pools where it opplis. If she chooses to Dodge, the defender rolls double her Defense as a dice pool against each attack. Each success reduces the attacker's successes by one, Ifthe attacker is reduced to zero successes, the attack does nothing. If the attacker has successes remaining, add any weapon modifier to the number of successes fo determine how many points of Health the target loses. All weapons deal lethal damage. STAGE FOUR: DESCRIPTION The Storyteller describes the attack end wounds in nareative terms. Possible Modifiers + Aiming: +1 per turn to 0 +3 maximum. + All-Out Attack: +2 with Brow! or Weaponry attack; lose Defense + Armor Piercing: Ignores amount of target's armor equal o item's rating. + Autofire Long Burst: 20 oF so bullets, no target limit pending Storyteller approval. A +3 applies to each attack roll; ~1 per roll for each torget after the first. + Autofire Medium Burst: 10 or so bullets af one to three targets, with « +2 to each attack roll; ~1 per roll for each target after the frst. + Autofire Short Burst: Three bullets at a single target with « +1 t0 the roll + Charge: Move ot twice Speed and attack with Brawl or Weaponry in one action; lose Defense, + Concealment: Barely -1; partially ~2; substantially -3; fully, see “Cover” ity from damage; f Durability is greater than the weapon modifier, the attack has no effect ouble Defense, roll as a dice pool with each success subtracting one from the attacker's successes, + Drawing a Weapon: Requires instant action without a Merit and could negate Defense. + Firing from Concealment: Shooter's own concealment quality (~1, ~2, of ~3] reduced by 1 as @ penalty to fire back (30, no modifier, ~1, or ~2) Offhand Attack: ~2 10 attack roll. 2.10 hit in ranged combat; +2 to hit within close-combat distance. + Prone Targ Shooting into Close Combat: ~2 per combatant avoided ino single shot (not applicable to autofie);~4 i grappling Willpower: Add three dice to a roll or +2 to a Resistance trait (Stamina, Resolve, or Composure) In one roll or instance. 7

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