Your character may use many other types of weapons (meat cleavers, halberds, hammers) use the traits from the above lists that best approximate these weapons. Improvised weapons automatically suffer a -1 penalty.
Your character may use many other types of weapons (meat cleavers, halberds, hammers) use the traits from the above lists that best approximate these weapons. Improvised weapons automatically suffer a -1 penalty.
Your character may use many other types of weapons (meat cleavers, halberds, hammers) use the traits from the above lists that best approximate these weapons. Improvised weapons automatically suffer a -1 penalty.
Sap 1 (B) 1 • Knockout (WoD p. 168) Brass Knuckles 1 (B) n/a • Brawl* Club (wood) 2 (B) 2 n/a Mace (metal) 3 (B) 2 •• Knife 1 (L) 1 • Rapier 2 (L) 2 •• Armor piercing 1 (WoD p. 167) Sword 3 (L) 2 •• Katana 3 (L) 2 ••• Durability +1** Greatsword† 4 (L) 3 ••• Small Ax 2 (L) 1 • Large Ax† 3 (L) 3 •• 9 again (p. 134) Great Ax† 5 (L) 4 ••• 9 again (p. 134) Stake*** 1 (L) 1 n/a Spear† 3 (L) 4 • +1 Defense**** Type: Your character may use many other types of weapons (meat cleavers, halberds, hammers). Use the traits from the above lists that best approximate these weapons. See WoD p. 136 for determining the traits of improvised weapons. Note that improvised weapons automatically suffer a ‐1 penalty. Damage: The number of bonus dice added to dice pools when using the weapon. The type of damage inflicted is also indicated: aggravated (A), lethal (L) or bashing (B). Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot be hidden. Size is also used to indicate the minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a ‐1 penalty on attack rolls. Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. The “n/a” entry indicates that the item can be created rather than purchased. † This weapon requires two hands. If used one‐handed, the Strength requirement increases by one. You need a Strength of 4 to wield a greatsword one‐handed without penalty, for example. * This weapon uses the Brawl Skill instead of Weaponry. ** Katanas are well‐crafted swords. They do not break easily. See “Targeting Items”, WoD p. 138. *** The attacker must target the heart (‐4 penalty) and do a minimum of three points of damage in a single attack. **** The spear‐wielder gains a +1 Defense bonus when fighting unarmed targets due to his weapon’s superior reach, allowing him to keep a greater distance from a foe.
Armor Chart Class Rating Strength Defense Speed Cost Modern Reinforced/thick clothing 1/0 1 0 0 n/a Kevlar vest* (thin) 1/2 1 0 0 • Flak jacket* 2/3 1 ‐1 0 •• Full riot gear* 3/4 2 ‐2 ‐1 ••• Archaic Leather (hard) 1/0 2 ‐1 0 • Chainmail 2/1 3 ‐2 ‐2 •• Plate 3/2 4 ‐2 ‐3 ••• * This type of armor is bulletproof. Rating: Armor provides two kinds of protection: against general attacks and against Firearms attacks. The number before the slash is armor rating for most kinds of attacks (for close combat and thrown ranged attacks, whether bashing, lethal or perhaps aggravated). The second number is for Firearms attacks — guns and bows. Bulletproof armor (kevlar vest, flak jacket and full riot gear) also downgrades damage done in Firearms attacks from lethal to bashing. Strength: Armor is often heavy and cumbersome. If your character does not have sufficient Strength to wear it, she cannot perform at peak efficiency. If your character’s Strength is lower than that required for armor worn, her Brawl and Weaponry attacks suffer a ‐1 penalty. Defense: The penalty imposed on your character’s Defense trait for the armor worn. Speed: The penalty imposed on your character’s Speed trait for the armor worn. Cost: The minimum dots in the Resources Merit usually required to purchase the armor.
Ranged Weapons Chart Type Damage Ranges Clip Strength Size Cost Example Revolver, Lt. 2 20/40/80 6 2 1 •• SW M640 (.38 Special) Revolver, Hvy. 3 35/70/140 6 3 1 •• SW M29 (.44 Magnum) Pistol, Lt. 2 20/40/80 17+1 2 1 ••• Glock 17 (9 mm) Pistol, Hvy. 3 30/60/120 7+1 3 1 ••• Colt M1911A1 (.45 ACP) Rifle† 5 200/400/800 5+1 2 3 •• Remington M‐700 (30.06) SMG, Small* 2 25/50/100 30+1 2 1 ••• Ingram Mac‐10 (9 mm) SMG, Large*† 3 50/100/200 30+1 3 2 ••• HK MP‐5 (9 mm) Assault Rifle*† 4 150/300/600 42+1 3 3 ••• Steyr AUG (5.56 mm) Shotgun† 4*** 20/40/80 5+1 3 2 •• Remington M870 (12‐Gauge) Crossbow**† 3 40/80/160 1 3 3 ••• Damage: Indicates the number of bonus dice added to your dice pool for using the weapon. Firearms deliver lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as vampires, which suffer only bashing damage from conventional firearms. Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a ‐2 and ‐4 penalty, respectively. Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a ‐1 penalty on attack rolls. Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person. Cost: The minimum dots in the Resources Merit usually required to purchase the weapon.
† This weapon requires two hands. If used one‐handed, the Strength requirement increases by one. You need a Strength of 4 to wield a shotgun one‐handed without penalty, for example. * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see WoD p. 160.) ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with a targeted shot (‐4 penalty and a minimum of three points of damage must be inflicted in a single attack). *** 9 again (see WoD p. 134).
Firearms Summary Type of Shot Roll Modifier Bonus Single Dexterity + Firearms — Autofire (short burst) Dexterity + Firearms +1† Autofire (medium burst)* Dexterity + Firearms +2† Autofire (long burst)* Dexterity + Firearms +3† * ‐1 penalty for each target when more than one is fired at. Separate dice pools are rolled against each target in the attack. Modifiers for each target’s range, armor and/or concealment apply to individual dice pools. † Dice bonuses for using autofire are in addi on to the equipment bonuses offered by guns themselves. Thus, a gun with 3 Damage that’s used to fire a short burst grants a total of four bonus dice.
Concealment Details Barely concealed: ‐1 (Example: crouching behind an office chair). Partially concealed: ‐2 (hiding behind the hood of a car, but with upper body exposed). Substantially concealed: ‐3 (crouching fully behind a car, or poking up out of a foxhole). Completely covered: Completely protected by an intervening barrier (All shots hit the cover automatically.)
Combat Summary Chart Stage One: Initiative • Everyone rolls Initiative: The result of a die roll + Dexterity + Composure. The character with the highest Initiative performs her action first. Or you may yield your character’s action until later in the Initiative queue or into the next turn. Stage Two: Attack • Unarmed close combat: Strength + Brawl, minus target’s Defense and armor. • Armed close combat: Strength + Weaponry, minus target’s Defense and armor. • Ranged combat (guns and bows): Dexterity + Firearms, minus target’s armor. • Ranged combat (thrown weapons): Dexterity + Athletics, minus target’s Defense and armor.
Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Roll your remaining pool. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack.
The Storyteller describes the attack and wound in narrative terms.
Possible Modifiers • Aiming: +1 per turn to a +3 maximum. • All‐Out Attack: +2 with Brawl or Weaponry attack; lose Defense. • Armor Piercing: Ignores amount of target’s armor equal to item’s own rating. • Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending Storyteller approval. A +3 bonus is applied to each attack roll; ‐1 per roll for each target if there’s more than one. • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; ‐1 per roll for each target if there’s more than one. • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll. • Concealment: Barely ‐1; partially ‐2; substantially ‐3; fully, see “Cover”. • Dodge: Double target’s Defense. • Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense. • Firing from Concealment: Shooter’s own concealment quality (‐1, ‐2 or ‐3) reduced by one as a penalty to fire back (so, no modifier, ‐1 or ‐2). • Offhand Attack: ‐2 penalty. • Prone Target: ‐2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close‐combat distance. • Range: ‐2 at medium range, ‐4 at long range. • Shooting into Close Combat: ‐2 per combatant avoided in a single shot (not applicable to autofire). • Specified Target: Torso ‐1, leg or arm ‐2, head ‐3, hand or heart ‐4, eye ‐5. • Surprised or Immobilized Target: Defense doesn’t apply. • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, Defense does apply. • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or Defense) in one roll or instance.
Grappling Summary • Roll Strength + Brawl ‐ opponent’s Defense for attacker to get a grip on target. • Target’s next action can be dedicated to breaking free. Roll Strength + Brawl ‐ attacker’s Strength. Any successes indicate breaking free. Or, the target can attempt to apply an overpowering maneuver to the attacker, participating in the grapple rather than trying to break free. Roll Strength + Brawl ‐ attacker’s Strength. Any successes allow for a maneuver. • If the attacker’s grip on the target persists, and he is free to do so, the attacker can try to apply an overpowering maneuver to the victim. Roll the attacker’s Strength + Brawl ‐ opponent’s Strength. Any successes allow a maneuver. • Possible maneuvers. Choose one:
Render opponent prone • Damage opponent • Immobilize opponent • Draw weapon Attack with drawn weapon • Turn a drawn weapon • Disarm opponent Use opponent as protection from ranged attacks.
Attempting to break free is always an option instead of performing an overpowering maneuver.
Attribute Use Chart Instant Action Results Use Mental Physical Social Dramatic Failure 1 result on a single chance roll Power Intelligence Strength Presence Failure No successes achieved on roll Finesse Wits Dexterity Manipulation Success 1+ successes achieved on roll Resistance Resolve Stamina Composure Exceptional success 5+ successes achieved on roll
Electrocution Details Fire Details Poisons and Toxins Source Damage Size of Fire Damage Poison/Toxin Toxicity Minor; wall socket 4 (B) Torch 1 Ammonia (inhalation) 3 Major; protective fence 6 (B) Bonfire 2 Bleach (ingestion) 4 Severe; junction box 8 (B) Inferno 3 Cyanide (inhal or ingest) 7 Fatal; main line feed/ 10/B Damage Drug/Alcohol Abuse 3 to 7 Subway rail Heat of Fire Modifier (ingest, inhal, inject) Candle (1 degree burns) — Salmonella (ingestion) 2 Object Durability Torch (2 deg.) +1 Venom 3 to 8 Durability Bunsen burner (3 deg.) +2 (injection or ingestion) Rating Material Chem. fire / molt. metal +3 1 Wood, hard plastic, Extended Actions thick glass Modifier Bonuses Pace of Activity Time per Roll 2 Stone, aluminium and Penalties Quick 1 turn (3 sec) 3 Steel, iron Bonus Degree of Challenge Short 10 minutes +1 per reinforced layer +1 A helping hand Long 30 minutes +2 A walk in the park Lengthy 1 hour Feats of Strength Chart +3 Nothing to it Consuming 1 day Str. Feat Lift +4 Easy as pie Exhausting 1 wk or month 1 Lift a chair 20 kg +5 Can do it in your sleep Challenge Target Number 2 Lift a large dog 50 kg Penalty Degree of Challenge Simple/Relaxed 5 3 Lift a public mailbox 125 kg ‐1 A minor obstacle Involved/Trying 10 4 Lift a wooden crate 200 kg ‐2 A hard time Elaborate/ 15 5 Lift a coffin 325 kg ‐3 A trying task Demanding 6 Lift a refrigerator 400 kg ‐4 It’s demanding Ornate/Daunting 20 7 Overturn a small car 450 kg ‐5 Sorely tested Intricate/Epic 25 8 Lift a motorcycle 500 kg 9 Overturn a 600 kg Manifestation Modifiers Morality mid‐sized car Location Mod. Mor. Sin 10 Lift a large 750 kg Graveyard +3 10 Selfish thoughts. 5 dice. tree trunk Battlefield +3 9 Minor selfish act 11 Overturn a 1 t Church +2 (withholding charity). 5 d. full‐sized car Hospital +2 8 Injury to another 12 Lift a wrecking ball 1,5 t Historic building (100+ y.o.) +2 (accidental or not). 4 d. 13 Overturn a 2 t Old building (50‐100 y.o.) +1 7 Petty theft (shoplifting). station wagon Handmade structure +1 4 d. 14 Overturn a van 2,5 t (wooden bridge, shed) 6 Grand theft (burglary). 3 d. Parking lot ‐1 5 Intentional, mass property 15 Overturn a track 3 t Modern commercial bld ‐1 damage (arson). 3 d. (grocery store, mall) 4 Impassioned crime Experience Costs Modern industrial bld ‐2 (manslaughter). 3 d. Trait Cost Modern laboratory ‐3 3 Planned crime (murder). Attribute New dots x 5 2 d. Skill New dots x 3 2 Casual/callous crime Skill Specialty 3 points (serial murder). 2 d. Merit New dots x 2 1 Utter perversion, heinous Morality New dots x 3 act (mass murder). 2 d. Willpower 8 points
Explosives Chart Type Throwing Mod Blast Area Damage Size Cost Example Incendiary* ‐1 2 2 1 n/a Molotov Cocktail Concussion** +2 3 4 1 ••• Concussion Grenade† Shredding +2 3 4 1 ••• Shrapnel Grenade† Single Destructive +1 4 4+ 1 ••• Stick of Dynamite High Explosive*** n/a 20+ 6+ 1‐3 •••• Plastique Blast Area: The diameter in yards in which an explosion occurs. Throwing Modifier: The attack‐roll bonus to throw an explosive at a chosen target. Explosives marked “n/a” cannot normally be thrown. Cost: The minimum dots in the Resources Merit usually required to purchase the explosive. The “n/a” entry indicates that the item can be created rather than purchased. * Incendiary devices ignite the target (see “Fire”). Damage delivered by the explosion is bashing, while damage caused by the fire is lethal. ** Concussion explosives deliver bashing damage and knock the target down (see “Knockdown”, WoD p. 168). *** Timed or triggered bombs that hold a variable amount of dynamite, plastique or other explosive cause damage to surrounding structures and ignite flammable materials, which complicates damage. The figures are suggestions only. † Explosives that are aerodynamic when thrown.
Sample Objects Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Fence, Chain‐link: Durability 2, Size 4, Structure 9, Damage 3 Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3 Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 Damage: Indicates how dangerous the item is when used as a weapon or to do harm. Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in bonus dice to inflict harm. If the weapon is improvised, it suffers a ‐1 penalty.
Effects of Power Trait Everybody Vampire Werewolf Mage Changeling Att/skill/ Fuel/ Can feed Social Essence Aura Time # Incite Bedlam Total Frailties mag max per turn from Penalty Bleed detection per roll 1 5 10/1 Animals+ ‐1 — — 3 h — — 2 5 11/1 Animals+ ‐1 — — 3 h — — 3 5 12/1 Humans ‐2 — — 1 h — — 4 5 13/2 Humans ‐2 — — 1 h — — 5 5 14/2 Humans ‐3 — — 30 m — — 6 6 15/3 Humans ‐3 1/day +1 30 m 1/chronicle 1 minor 7 7 20/5 Vampires ‐3 1/12 h +2 10 m 1/story 2 minor 8 8 30/7 Vampires ‐4 1/10 h +3 10 m 1/session 2 major, 2 minor 9 9 50/10 Vampires ‐4 1/8 h +4 1 m 1/day 1 major, 3 minor 10 10 100/15 Vampires ‐5 1/4 h +5 1 m 1/scene 2 major, 3 minor
Humanity and Sins (Vampire) Harmony and Sins (Werewolf) # Sin Dice # Sin Dice 10 Selfish thoughs 5 10 Not shapeshifting for more than 5 (hurting someone’s feelings) three days. 9 Minor selfish acts 5 9 Not obtaining your own food; 5 (cheating on taxes) carrying a silver weapon. 8 Injury to another, accidental or otherwise 4 8 Disrespect to a spirit or elder Uratha. 4 (physical conflict) 7 Petty theft (shoplifting) 4 7 Spending too much time alone; 4 significantly violating a tribal vow. 6 Grand theft (burglary) 3 6 Mating with other Uratha; 3 slaying a human or wolf needlessly. 5 Intentional mass‐property damage 3 5 Slaying a werewolf in the heat of battle. 3 (arson) 4 Impassioned crime (manslaughter) 3 4 Revealing the existence of werewolves to a 3 human; using a silver weapon against another werewolf. 3 Planned crime (murder) 2 3 Torturing enemies/prey; 2 murdering a werewolf. 2 Casual/callous crime 2 2 Hunting humans or wolves for food. 2 (torture, serial murder) 1 Utter perversion, heinous acts 2 1 Betrayal of pack; 2 (combined rape, torture & murder, mass hunting werewolves for food. murder)
Wisdom and Hubris (Mage) Clarity and Breaking Points (Changeling) # Acts of Hubris Dice # Breaking Point Dice 10 Using magic to accomplish a task that could 5 10 Entering the Hedge. Dreamwalking. Using 5 be achieved without it. Selfish thoughts. magic to accomplish a task that could be achieved without it. Minor unexpected life changes. 9 Magically coercing another so that he acts 5 9 Using tokens or other mystical items. Going 5 against his free will. Minor selfish act. a day without human contact. Minor selfish acts. 8 Magically coercing another so that he 4 8 Breaking mundane promises or 4 violates his moral code (forced to make a commitments, especially to faerie matters. degeneration roll). Injury to another. Changing courts. Injury to another. 7 Laying a curse on someone. Petty theft. 4 7 Taking psychotropic drugs. Serious 4 unexpected life changes. Petty theft. 6 Forcibly binding an unwilling sentient being 3 6 Revealing your true form to unensorcelled 3 or spirit to a place or task. Grand theft. mortals. Week without humans. Obvious magic in front of witnesses. Grand theft. 5 Magically transforming a person into a 3 5 Killing another changeling. Killing a fetch. 3 lesser being against his will. Intentional mass property damage. 4 Using magic to harm someone. Drain 3 4 Breaking formal oaths or pledges. Extreme 3 another’s Mana against his will. Creating a unexpected life changes (pregnancy, losing soul stone. Impassioned crime. home). Impassioned or impulsive crime. 3 Forcefully abducting and/or exiling another 2 3 Actively harming a mortal by ravaging their 2 person into the Shadow Realm, or causing dreams. Going a month without human her to become possessed by a spirit against contact. Kidnapping. Developing a her will. Planned crime without magic. derangement. 2 Intentionally prevent an Awakening. Using 2 2 Killing a human. Casual/callous crime 2 magic to murder someone. Casual crime. against other supernaturals. 1 Stealing a soul. 2 1 Spending time in Arcadia. Prolonged or 2 Utter perversion, heinous act. intimate contact with the True Fae. Mortal identity is fundamentally changed. Heinous acts of torture, depravity or perversion.
Sunlight Damage on Vampires Intensity or Exposure Health Points/Turn Faint, filtered sunlight (light through heavy, closed drapes; cloud cover; twilight) 1 point Filtered or weak sunlight (light through thin drapes; outside on cloudy day; daylight through a 2 points window; reflection of sun in a mirror) Direct sunlight 3 points Exposure Damage Small part of body exposed (one hand; part of the face; wearing heavy clothes, sunglasses, gloves and +0 points a broad‐brimmed hat or balaklava) Large part of body exposed (a leg; an arm; whole head) +1 point Much of body exposed (whole torso; wearing thin clothing) +2 points
Anger Frenzy Difficulty & Modifiers Aura Signifiers Harrased by a panhandler 2 successes Condition Color Idiot scrapes your new car 2 successes Afraid Orange Insulted in public 3 successes Aggressive Purple Hours of frustration and delay 3 successes Angry Bright Red Reviled by someone you dislike 5 successes Bitter Brown Betrayed by a partner in a deal 5 successes Calm Light Blue Shot by a mugger 5 successes Compassionate Pink Loved one in danger 5 successes Conservative Lavender Betrayed by someone you love 7 successes Depressed Gray Lose everything you own 7 successes Desirous/Lustful Deep Red Loved one slain 10 successes Distrustful Light Green Provocation aligns with your Virtue/Vice ±2 dice Envious Dark Green Provocation attacks your Virtue/Vice ±2 dice Excited Violet Hungry ‐1 die Generous Rose Starving ‐2 dice Happy Vermilion Fear Frenzy Difficulty & Modifiers Hateful Black Lighting a cigarette 1 success Idealistic Yellow Sight of a torch 2 successes Innocent White Flashbulb in the face 3 successes Lovestruck Bright Blue Bonfire 4 successes Obsessed Bright Green Burning building 5 successes Sad Silver Obscured sunlight 7 successes Spiritual Gold Direct sunlight 10 successes Suspicious Dark Blue Fire/sunlight at a safe distance +2 dice Confused Mottled, shifting colors Surprised by fire/light ‐1 die Daydreaming Sharp, flickering colors Surrounded by fire light, ‐1 die Diablerist Black veins in aura but not immediately harmed Dominated/Controlled Weak, muted aura Burned by fire/sunlight ‐3 dice Frenzied Rapidly rippling colors Hunger Frenzy Difficulty & Modifiers Psychotic Hypnotic, swirling colors Sight or smell of blood (when hungry) 2 successes First taste of blood (when hungry) 3 successes Mortal Weak aura Sight or smell of blood (when starving) 4 successes Vampire Aura colors are pale First taste of blood (when starving) 5 successes Shapeshifter Intensely vibrant aura Has tasted vampire blood before ‐1 die Ghost Splotchy, intermittent aura Hungry ‐1 die Mage Myriad sparkles in aura Starving ‐2 dice Sleepwalker Muted aura with faint glimmers Addicted to vampire blood ‐2 dice Lacking a soul Empty void instead of aura Under a Fate geas Dark bands crisscrossing the aura Vampire Experience Costs Lich Black veins in aura Clan or Bloodline Discipline New dots x 5 Suggested Modifiers Other Discipline (inc. Coils of the Dragon) New dots x 7 The number of dice added to or removed from the dice pool is Theban Sorcery or Crúac Ritual Ritual level x 2 determined by the info the character wishes to discern Mod. Situation +2 Power is turned on a vampire with blood tie. — The shade (pale, bright, weak), but not the color. ‐1 The primary shade and color. ‐2 Color patterns, including information revealing the nature of the creature. ‐3 Subtle shifts in the mixtures of color and pattern.
Stepping Sideways For a character to step from one world to the next, the player rolls Intelligence + Presence + Primal Urge. Must be in the locus area or use the Rending the Gauntlet rite (WtF p. 165). The following factors affect the roll: • The werewolf stares into a reflective surface (+1) • In the vicinity of a locus with a rating of •••• or above (+2) • Near a locus with a rating of •• or ••• (+1) • Attempting to cross the Gauntlet during the day (‐2) Location Strength Dice Mod. The Gauntlet’s strength reduces the dice pool according to the Dense urban areas 5 ‐3 table at left. City suburbs & towns 4 ‐2 The number of successes achieved on the Intelligence + Small towns, villages, other 3 ‐1 Presence + Primal Urge roll indicates how long it takes the built‐up areas in the countryside werewolf to adjust himself to the other facet of reality and cross Wilderness 2 — the Gauntlet. (See WtF p. 251) Loci 1 +1
Suggested Chiminage Task Price Simple information A small gift of Essence (1 or 2 points) or a minor task (discorporate a Gaffling, small physical changes to the material world) Secret information A large gift of Essence (3 to 5 points) or a major task (create a specific emotion or act in the physical world, discorporating several of the spirit’s enemies) Giving directions A small gift of Essence or a minor favor to be repaid on the werewolf’s return. Guiding to a nearby destination A small gift of Essence and a minor act of the spirit’s choice. Guiding to a distant destination A major act of benefit and a regular gift of 2 or 3 Essence per day during the journey. Asking the spirit to relocate Major reshaping of the physical world or regular work to generate appropriate Essence for the spirit for not less than one month per level of the spirit’s Rank. Asking the spirit to join attack A major gift of Essence (at least 2 points per Rank of the spirit to be attacked). Sworn service of the spirit’s choice after the fight, carried out when spirit wishes it to.
Entering Death Rage The following stimuli can trigger a Death Rage check (Resolve + Composure) when a character is in combat: hurt by aggravated damage • upon striking or being struck by an exceptional attack roll • wound in one of last 3 Health boxes Harmony Minimum Stimulus The list at left details potential stimuli that might subject the 9–10 Loved one/packmate slain or badly injured; werewolf to a Death Rage roll when not in combat. A player betrayed by loved one/packmate must make a check when faced with a provocation that matches 7–8 Betrayed by ally his character’s Harmony score, or any provocation above his 5–6 Injured outside of combat by an event that inflicts Harmony score. aggravated damage; loved one/packmate in danger The Storyteller decides when a Virtue or Vice influences a Death 3–4 Humiliated or injured Rage roll. If appropriate, the player gains or loses one die from 1–2 Insulted; authority challenged his Resolve + Composure pool.
Suggested Modifiers for Gift use Suggested Modifiers for Rite use Mod. Situation (Gift) Mod. Situation (Rite) +2 In the area of influence of a locus rated ••••+ +2 4 or more successes on meditation, see WoD, p. 51 +1 In the area of influence of a locus rated • to ••• +2 In the vicinity of a locus rated ••••+ +1 Character’s auspice moon is in the sky +1 In the vicinity of a locus rated • to ••• ‐1 Wound marked in third to last Health box +1 Ritemaster has gained goodwill of local spirits ‐1 Local spirits are actively hostile +1 Ritemaster is in Dalu form ‐1 In the presence of a werewolf in Death Rage +1 Ritemaster’s auspice moon is in the sky ‐2 Wound marked in second to last Health box ‐1 to ‐3 Ritemaster suffers wound penalties ‐2 Afflicted with powerful sensory stimuli (noise, stench) ‐1 Local spirits are hostile to ritualist ‐3 Character is in a Barren ‐1 City suburb or town (if performed in physical world) ‐3 Wound marked in last Health box ‐1 Distracting environment (powerful odors, noisy) ‐4 In the middle of a hurricane ‐2 Packmates are involved in battle ‐5 Bound and gagged with silver manacles (Gifts that ‐2 Dense urban area (if performed in physical world) require a specific action or speech are impossible) ‐2 Ritemaster is struck during rite but takes no damage ‐3 Rite is performed in a Barren
Werewolf Experience Costs Honorary Spirit Ranks Affinity Gift New dots x 5 Other Gift New dots x 7 Renown Honorary Rank Rite Rite dots x 2 Totem Merit 3 points/dot 0–7 Two Primal Urge New dots x 8 Primary Renown New dots x 6 8–15 Three 16–23 Four 24+ Five
Duration Primary Arcanum > required Transitory Spells Duration Prolonged Spells Duration Advanced Prolongation Dice penalty 1 turn 1 scene/hour 1 scene/hour None (basic success) 2 turns 2 hours 24 hours ‐2 3 turns 12 hours 2 days ‐4 5 turns 24 hours 1 week ‐6 10 turns 2 days 1 month ‐8 etc Indefinite* ‐10 * The spell is permanent until cancelled or dispelled. Spells with an indefinite Duration cannot be cast upon a living creature.
For vulgar and improbable magic. Rolled before spellcasting. Optional Mitigation: spend Mana (1 point per die subtracted). Paradox Base Paradox Gnosis Dice Pool Dice Modifier Situation 1‐2 1 die +1 Each successive Paradox roll made for the caster within the same scene (or day in the case of extended castings. This bonus accumulates with each roll. 3‐4 2 dice ‐1 The mage is casting a rote. 5‐6 3 dice ‐1 The mage uses a magical tool during casting. 7‐8 4 dice +2 One or more Sleepers witness the magic (vulgar magic only). 9‐10 5 dice
Paradox Severity Sympathetic Magic Casting Roll Dice Sympathetic connection between caster & target. Successes Severity Dice Penalty Penalty No real name known — difficulty +2 degrees. 1 Havoc ‐1 — Sensory: you can see, hear or otherwise sense your 2 Bedlam ‐2 target directly. 3 Anomaly ‐3 ‐2 Intimate: physical contact or very good friend. 4 Branding ‐4 ‐4 Known: a picture or video broadcast, or good friend. 5+ Manifestation ‐5 ‐6 Acquainted: you know the person. Backlash (optional): declare if the caster wants to contain the ‐8 Encountered: you met the person at least once. Paradox with a backlash by suffering Resistant bashing ‐10 Described: you know a name or description. wounds (1 Health point per success on the Paradox roll). — Unknown: spellcasting is impossible.
Spellcasting Dice Pools Spellcasting Quick Reference • Rote casting: Add the specified 1. Declare the Spell — choose a spell from the Arcanum list (MtA pp 133‐267). Attribute + Skill + Arcanum to Action: Instant (1 turn, 1 die roll) or extended (over time, series of rolls). determine the caster's base Duration: Lasting (permanent), concentration, transitory (turn), prolonged (scene). spellcasting pool. Aspect: Covert (coincidence or hidden), vulgar (obviously impossible). • Improvised casting: Add Gnosis + 2. Spellcasting Dice Pool — check small table at left to define dice pool. Arcanum to determine the caster's Range: sensory unless Space 2 is used (sympathetic). Resistance: check if the spell base spellcasting pool. allows protection, either as a contested roll or Resistance Attribute subtraction. Factors (optional): choose to change potency, target or duration, modify dice pool. 3. Paradox — storyteller prepares to roll Paradox check. Optional mitigation. After Mage Experience Costs roll, mage can suffer optional backlash. Paradox successes subtracted from dice pool. Ruling Arcana New dots x 6 4. Casting the Spell — roll the modified dice pool. For rote perform gestures. Common Arcana New dots x 7 Instant Spell: one success required. Extended Spell: each roll allows to accumulate Inferior Arcana New dots x 9 successes toward the total target number needed. Mana Cost: spend Mana required. Rote 2 points per dot If the spell affects a target sympathetically, spend 1 Mana. Improvised only: if the Gnosis New dots x 8 highest Arcanum used is not one of the mage’s Path Ruling Arcana, spend 1 Mana.
Entering the Hedge A changeling needs to touch part of any large enough entrance gateway and make some sort of request to be admitted. A knock or a verbal request is sufficient. Spend 1 Glamour. A door that is locked, bolted or rusted shut does not open. It remains open for a number of turns equal to the changeling’s Wyrd after the gateway is no longer being used. Gnce an entrance is made into a gateway, it remains a gateway forever. A changeling making use of an existing gateway can roll Wyrd instead of spending Glamour.
Leaving the Hedge If the changeling has kept the mortal world in view enough to keep a sense of perspective, he can create a new gateway. If a changeling turns her back on the mortal world, she must find an active gateway. Extended roll is Intelligence + Investigation + Wyrd. The time varies based on how familiar the character is with the surrounding area. Time Successes Familiarity per Roll Length of Time in the Hedge Required Very familiar; neighborhood in which the changeling lives or 1 min Less than one hour 2 claims domain One to eight hours 5 Somewhat familiar; section of hometown or ally’s domain 10 min Eight to 24 hours 8 An area visited only infrequently 30 min 24 to 48 hours 10 Area visited only once or described in some detail 1 hour 48 hours to one week 15 Unfamiliar area or enemy’s domain 3 hours More than one week 20 Suggested Modifiers: A well‐known and often‐used gateway is in the area (+2), changeling is being chased while searching (–3), changeling is off the path (–3).
Shaping the Hedge Wyrd 1–2: immediate area becomes colored, subtle cosmetic changes. Others can see up to 50’. +1 to follow for 10 min. Wyrd 3–4: perception tricks for others. Others can see up to 100’. +2 to follow for 30 min. Wyrd 5–6: define the Hedge, noticeable changes. Others can see up to 500’. +3 to follow for 1 hour or scene. Wyrd 7–10: can deliberately alter the Hedge around. Roll Wyrd. Changes last for the rest of the day or scene, whichever is longer, but alterations of any paths lasts only for one hour. Situation Modifier Surrounding Hedge is receptive to the change that the character is attempting (freezing water in winter) +1 Character has been in the Hedge for more than a day +1 Purely cosmetic (color of flowers, scent on breeze) 0 Small functional change (temperature changes, silencing birdsong) ‐1 Notable change; enough to confer a modifier of ± two dice on a roll (freezing puddles, lengthening Thorns) ‐3 Impressive change; enough to confer a modifier of ± three or four dice on a roll (slight altering direction of ‐5 a path, thickening brush, summoning a swarm of insects) Opening a new path or creating a dead end in an existing one ‐7
Navigation Incite Bedlam • Road Trip: If the story is about the Cost: 1 Willpower + 1 Glamour. Action: Contested, reflexive resistance. journey, then move at “the speed of Dice Pool: Manipulation + Wyrd vs. subject’s Composure + Wyrd. plot.” Affects maximum number of targets equal to the changeling’s starting dice pool. • A Long Walk: If you need to skip Modifier Situation journey, then have each player roll +3 Unleashing Court’s chosen emotion. Intelligence + Survival at the beginning +3 Target has a major derangement (only counts once). of the journey. One character may +1 Emotion is from closely related Court (Spring/Summer, Autumn/Winter). guide the others, making this a +1 Target has a minor derangement (only counts once). cooperative roll. +1 Target already feels emotions similar to those being unleashed. +1 Each additional point of Glamour spent, up to maximum of five. Changeling Experience +0 The changeling is Courtless. Goblin Contract Dots x 3 ‐1 Target is relatively calm and relaxed. Affinity Contract New dots x 4 ‐1 Emotion is from the Court of minor opposition (Sum/Aut, Spr/Win). Non‐Affinity Cont. New dots x 6 ‐3 Target is feeling strongly opposite emotions. Wyrd New dots x 8 ‐3 Emotion is from the Court of major opposition (Sum/Win, Spr/Aut).