ROLLS & TRAITS - Meetupfiles.meetup.com/3797562/Cheat Sheet - nWoD Master.pdf · ROLLS & TRAITS ....
Transcript of ROLLS & TRAITS - Meetupfiles.meetup.com/3797562/Cheat Sheet - nWoD Master.pdf · ROLLS & TRAITS ....
CHEAT SHEET 1
Rote Actions: Option to re-roll dice that
didn’t result in a success once under right
circumstances.
ROLLS & TRAITS
CHEAT SHEET 2
SPEED SIZE
DURABILITY
1 Wood, hard plastic,
glass
2 Stone, aluminum
3 Steel, iron
STRENGTH
WILLPOWER
RISKING WILLPOWER
ATTRIBUTES
WILLPOWER
DERANGEMENTS
HOLDING BREATH
WOUND PENALTIES
Third-to-last box -1
Second-to-last -2
Last -3
Health: Start at left and mark boxes
going right. Aggravated first, lethal sec-
ond, bashing third. “Push” lesser
wounds to the right when adding greater
wounds.
• When all boxes marked, roll Stamina
each turn to not pass out.
HEALING WOUNDS
HEALTH
/ BASHING LETHAL AGGRAVATED
CHEAT SHEET 3
DRUGS
TYPES OF DAMAGE
DAMAGE & EFFECTS 1
CHEAT SHEET 4
DRUG OVERDOSE
* The Resources cost if the drug is not
readily on hand or purchased ahead of time.
** Requires a Contact of at least ••• in
addition to the Resources cost.
DAMAGE & EFFECTS 2
POISONS/TOXINS BUYING WEAPONS ON THE BLACK MARKET
CHEAT SHEET 5
TACTICS
FIRE DAMAGE
ELECTRICITY DAMAGE
FIGHTING IN CONFINED SPACES
COMBAT ELEMENTS
Non-aerodynamic: SHORT = Strength + Dex + Athletics - Object’s Size
MEDIUM = Short x 2, LONG = Short x 4
Aerodynamic: SHORT = (Strength + Dex + Athletics - Object’s Size) x 2
MEDIUM = Short x 2, LONG = Short x 4
THROWN WEAPONS RANGES SUPPRESSION FIRE AREA
CHEAT SHEET 6
ARMOR, WEAPON SUMMARY
SHOTGUN DAMAGE
ARMOR-PIERCING BULLETS
* 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.
CHEAT SHEET 7
WEAPONS 1
MELEE
RANGED
CHEAT SHEET 8
WEAPONS 2
PISTOLS
RIFLES & SHOTGUNS
MACHINE GUNS
CHEAT SHEET 9
WEAPONS 3
EXPLOSIVES
FLAMETHROWERS
FUTURE WEAPONS
CHEAT SHEET 10
WEAPON CONCEALMENT P (Palm or Pocket): The weapon is small enough to be hidden in a shirt or pants pocket. Few firearms are this small; most are “hold-out” weapons with low calibers and ammunition capacities. Weapons with Size 1/P are less than five inches in total length and four inches in height: small enough to fit in an adult’s hand without overlapping at any point. S (Shirt): The weapon is small enough that it will not produce a noticeable bulge if the character hides it under a loose shirt, in an ankle holster or in the cargo pocket of a jacket or a pair of pants. Weapons with Size 1/S are less than seven inches long. J (Jacket): The weapon will fit under a light jacket or a business suit’s coat. The weapon is less than 10 inches long and less than eight inches tall. This is the largest weapon that can fit in a purse or briefcase. Most Size 2/J firearms have this value only with the magazine removed or with a low-capacity magazine inserted — if a character attempts to hide one under a jacket with a full magazine in the weapon, it moves up to Size 2/L due to the added three to six inches of height. L (Long Coat): A character can hide the weapon under a calf-length coat. The weapon is less than three feet long, which does not make it comfortable to shove up an armpit. Most firearms with Size 2/L have this value only with the magazine removed. If a character attempts to hide the weapon under a coat with the magazine in, the weapon moves up to Size 2/N due to the added six to 12 inches of height. N (Not Concealable): The weapon is too large for a normal-sized human to conceal it under any reasonable amount of clothing. The weapon is longer than three feet or has features that make it too bulky to hide without a large, obvious bulge. Characters who are significantly larger than the human norm may hide some weapons of this size at the Storyteller’s discretion, but are likely to
under his arm, has fallen out of favor in recent years. While the shoulder holster does allow the wearer to conceal the weapon with a shorter outer garment than a belt holster does, the shoulder holster is also less comfortable for extended wear. In addition, the under-arm location causes the weapon to pick up more sweat and grime from its wearer, and female users complain about weapons digging into their breasts. Ankle (Maximum Size 1/S, –1): This is a favored location for carrying a small backup weapon in addition to a primary sidearm. An ankle holster is unlikely to be noticed in a confrontation. However, an ankle holster is also rather inaccessible unless the wearer bends down “to tie his shoes.” The added weight on one ankle tends to throw off most wearers’ strides, so weapons worn in ankle holsters tend to be very lightweight. Small of the Back (Maximum Size 1/J, 0): Some belt holsters are designed for small-of-the-back wear, and owners can also stuff their guns down the back of their pants (referred to as “Mexican carry”). Either arrangement is effective so long as no one looks behind the character. However, having a hard metal object stuffed against one’s lower vertebrae is uncomfortable, particularly for sitting, and can cause serious spinal injuries if a character falls backward onto her weapon. Crotch (Maximum Size 1/P, –2): While uncomfortable, the crotch is the least-likely location for a weapon to be discovered during a pat-down search. (Most cops will check, but amateurs aren’t always so thorough.) A suspicious bulge in this location also tends to be written off as something other than a — ahem — small weapon, at least for a male. Removing a weapon from a crotch holster is not a process that a character can perform both safely and quickly while still wearing pants. Inner Thigh (Maximum Size 1/S,–2): The best arrangement for an inner thigh holster involves a skirt, either short or long but with rip-away seams at midthigh. This holster is only marginally less uncomfortable than a crotch holster, but the inner thigh holster has the advantage of being more securely positioned against the body and less likely to be seen (unless the character sits in a compromising position, anyway). The act of drawing the weapon may also give the character a momentary advantage of surprise, as most women don’t hike up their skirts in the middle of gunfights. Wrist or Forearm (Maximum Size 1/P, 0): Use of a wrist holster requires wide, flowing sleeves, which generally means the character needs to be wearing a jacket or dressing 30 years out of style. The amount of arm movement that the average person performs requires this type of holster to hold the weapon securely, which precludes rapid draws. Accessory (Maximum Size 1/S,–1): Belt packs are popular with tourists and mall-walkers and with weapon owners who want to blend in with them. For women, a purse incorporating a concealed holster is also an option. Body Cavity (special: Size 1/P weapons only,
impossible on visual inspection): Characters in the World of Darkness are sometimes dedicated to desperation. Any weapon small enough to be hidden in a body cavity is most likely a single-shot pen gun (see p. 67) or something similar in general shape. Methods for rapidly drawing and using such a weapon are left to the player
Each of the following options lists two factors: a maximum Size for concealment and a dice pool modifier. The latter is the modifier for a Perception check (Wits + Composure, Wits + Investigation or Wits + Firearms) to visually detect a weapon concealed using that method. For every step that a weapon is below the minimum Size for that method, reduce the modifier by –1. For example, a Size 1/P weapon concealed using a method suitable for Size 2/J inflicts an additional –3 modifier on attempts to detect it. A hand search gives the observer a +2 bonus, and security personnel conducting screening usually have additional equipment available as well. Belt (Maximum Size 1/J, +2): Although a simple belt holster may not seem very concealed, the wearer can fasten a business coat or windbreaker halfway and arrange it to completely cover the weapon. A belt holster is “casual concealment” — it’s often not so much a means of hiding a weapon as a way to politely cover it. Many plainclothes police officers prefer belt holsters, which maximize accessibility while keeping the guns out of the way while they’re seated. Armpit (Maximum Size 2/J, +1): The ubiquitous shoulder holster, which places the weapon against the wearer’s ribs and
CHEAT SHEET 11
VEHICLES 1
CHEAT SHEET 12
VEHICLES 2
CHEAT SHEET 13
ANIMALS & CREATURES 1
CHEAT SHEET 14
THE SHADOW 1
ENTERING THE SHADOW
GAUNTLETT STRENGTH
LOCUS STRENGTH
CHEAT SHEET 15
THE SHADOW 2
SPIRIT INFLUENCE STRENGTH
NUMINA
CHEAT SHEET 16
THE SHADOW 3
CHEAT SHEET 17
THE SHADOW 4
CHEAT SHEET 18
THE SHADOW 5
CHEAT SHEET 19
THE SHADOW 6
CHEAT SHEET 20
MA
NIF
ES
T M
OD
IFIE
RS
THE SHADOW 7
CHEAT SHEET 21
VAMPIRE 1
FIRE (aggravated damage)
SUNLIGHT (aggravated damage) RÖTSCHRECK
Resolve + Composure
FRENZY
(Resolve + Composure)
USING VITAE
EFFECTS OF BLOOD POTENCY
Attribute/
Skill Max
Max Vitae,
Vitae/Turn
Can Feed
From...
1 5 10/1 Animals
2 5 11/1 Animals
3 5 12/1 Humans
4 5 13/2 Humans
5 5 14/2 Humans
6 6 15/3 Humans
7 7 20/5 Vampires
8 8 30/7 Vampires
9 9 50/10 Vampires
10 10 100/15 Vampires
CHEAT SHEET 22
AUSPEX
• Heightened Senses
Can see in dark (among other
things)
Add Auspex to perception rolls
•• Aura Perception
Pool: Intelligence + Empathy +
Auspex - Subject’s Composure
- 2 turns to glean information)
- # of Successes = # of colors
Detect Lying (Contested):
Intelligence + Empathy + Auspex
versus Subject’s Composure
••• Spirit’s Touch
Scrutinize objects for psychic
impressions
Pool: Wits + Occult + Auspex
Use on Person (Contested): Wits
+ Occult + Auspex versus Resolve
+ Blood Potency (if applicable)
•••• Telepathy
Cost: None for mortals, 1
Willpower for supernaturals
(unless willing)
Pool: Intelligence + Socialize +
Auspex - Subject’s Resolve
••••• Twilight Projection
Cost: 1 Willpower
Pool: Intelligence + Occult +
Auspex
MAJESTY
• Awe Pool: Presence + Expression +
Majesty
Effect: If successes > subject(s)
composure(s) (individually, not
combined), all social rolls get
extra dice equal to original
successes
•• Revelation
Elicits “confession” of subject’s
secrets
Cost: 1 Vitae
Pool: (Contested) Manipulation +
Persuasion + Majesty versus
Subject’s Composure + Blood
Potency
••• Entrancement
Subject becomes willing servant
(but retains free will and identity)
Pool: (Contested) Manipulation +
Empathy + Majesty versus
Subject’s Composure + Blood
Potency
•••• Summoning Subject must use available means
to reach vampire
Cost: 1 Vitae
Pool: (Contested) Manipulation +
Persuasion + Majesty versus
Subject’s Composure + Blood
Potency
- Only lasts until next daylight
unless exceptional success
••••• Sovereignty Cost: 1 Willpower per scene
Pool: Presence + Intimidation +
Majesty versus Subject’s
Composure + Blood Potency
Effect: Subjects must make
contested rolls to act against or
attack vampire
OBFUSCATE
• Touch of Shadow Conceals small objects
Pool: Wits + Larceny +
Obfuscate
Modifiers:
+2 A tiny item, one easily
concealed in the palm of a hand.
+1 An item that can be hidden in
a pants pocket.
-1 An item that can only barely
be squeezed into a large jacket
pocket.
-2 An item that can be concealed
under a jacket without too
obvious a bulge.
-3 An item too large to be
naturally hidden, but still small
enough to be carried easily.
-3 The “item” is actually an
abstract ideal or negative space,
such as a hallway or portal to
another room.
-4 An item as large as the
vampire herself, such as a
motorcycle.
-5 An item bigger than the
vampire herself, such as a car or
large shipping crate,
•• Mask of Tranquility
Effect: Vampire doesn’t trigger
Predator’s Taint in others (but is
still subject to it her/himself) and
aura appears normal
- Considered “always on”
••• Cloak of Night Pool: Intelligence + Stealth +
Obfuscate
Effect: Vampire becomes
invisible
- Doesn’t affect recording
devices
•••• The Familiar Stranger Pool: (Contested) Wits +
Subterfuge + Obfuscate versus
Subject’s Resolve + Blood
Potency
Effect: Vampire “becomes”
whoever subject most expects to
see in given situation
- Lasts for one scene (except on
exceptional success)
••••• Cloak the Gathering Pool: Intelligence + Stealth +
Obfuscate
Effect: Hides a group just like
Cloak of Night
- Can hide number of people up
to dots in Obfuscate (excluding
character); additional people add
–1 penalty each
CRUAC
Cost: 1 Vitae per roll
Pool: Manipulation + Occult + Cruac
Extended: 1 roll = 1 turn
Successes needed = Level of ritual
Damage on roll is penalty to next roll
Maximum Humanity = 10 - Cruac dots
• Pangs of Prosperia
Rolled against Subject’s
Composure + Blood Potency
Effect: If successes > subject’s
successes, subject gets ravenous
and eats anything nearby (e.g., raw
meat); vampires become
“starving”
• Rigor Mortis Subtract subject’s Composure
from roll
Effect: Causes subject vampire’s
Physical actions to be penalized by
number of successes
•• Cheval Subtract subject’s Composure
from roll
Effect: Vampire can “ride” senses
of another for one night
•• The Hydra’s Vitae Effect: Vampire’s vitae become
poisonous; vampires gain no
sustenance from vitae and suffer 1
lethal damage per point consumed;
mortals suffer 2 lethal damage
••• Deflection of Wooden Doom
Effect: Stakings automatically fail
for 1 night
••• Touch of the Morrigan
Effect: Touch inflicts lethal
damage = number of successes
rolled
- Active for 1 hour per success
- 1 use per ritual
RESILIENCE
Cost: 1 Vitae per scene
Effects:
1. Add dots of Resilience to Stamina
2. Downgrade aggravated wounds
sustained after activation to lethal
(number = dots of Stamina +
Resilience)
- Does NOT downgrade preexisting
wounds
- Does NOT affect ‘upgrading’ lethal
damage to aggravated
CELERITY
Cost: 1 Vitae per turn
Effects:
1. Celerity dots subtract from dice pool of
attackers
2. Add Celerity dots to Initiative
3. New Speed = (1 + Celerity dots) x
Speed
VIGOR
Cost: 1 Vitae per scene
Effects:
1. Add dots of Vigor to Strength
2. Jumping: On a vertical leap, a character
jumps (Vigor + one foot per success
rolled). For a standing broad jump, the
character jumps (Vigor + 2 feet per
success rolled). On a running jump, the
distance jumped is Size + (Vigor + 4
feet per success rolled).
OTHER DEVOTIONS
Knowing the Stranger (Auspex ••••,
Obfuscate ••••)
21 XP
Cost: 1 Vitae
Pool: (Contested) Intelligence + Empathy +
Obfuscate versus Resolve + Blood Potency
Effect: Vampire finds out who they will
appear to be when using The Familiar
Stranger power and gains knowledge from
subject’s mind
Arcane Sight (Auspex ••, Cruac •)
10 XP
Cost: 1 Vitae/scene
Pool: Wits + Occult + Auspex
Effect: Can read ‘aura’ of objects; can see if
object/person has magical powers or is under
enchantment and nature/type/level of magic
(e.g., vampire vs. mage); can discover
magical items
- Each success = 1 piece of information
Iron Façade (Obfuscate ••, Resilience ••)
10 XP
Cost: 1 Vitae/scene
Pool: Intelligence + Survival + Obfuscate
Effect: Hides wounds and effect of wound
penalties
Lessons in the Steel (Auspex •,
Resilience •••)
12 XP
Cost: 1 Vitae
Pool: Resolve + Investigation + Resilience -
Opponent’s Resolve
Effect: Vampire learns information by being
wounded by opponent
- 1 wound = 1 piece of information; -1
penalty to roll for each additional piece of
information
- No effect on ranged or discipline attacks
Quicken Sight (Auspex •, Celerity •)
5 XP
Cost: 1 Vitae
Effect: Add 5 dice to Wits + Composure roll
to see things moving too fast to observe
normally (e.g., shuffled deck of cards)
VAMPIRE 2
WAKING UP
FEIGNING LIFE
PHYSICAL AUGMENTATION
CHEAT SHEET 23
VAMPIRE 3
ROUTINE ACTIVITIES
Spend 1 vitae to awaken each night
Feeding: Humans —> 1 health = 1 vitae
Mammals —> 2 health = 1 vitae
Vermin —> 4 health = 1 vitae
Stored blood —> 8 pints = 1 vitae
Frenzy: Resolve + Composure to resist
“Ride the wave” —> 1 willpower, Resolve
+ Composure = 5 successes
Daytime: Roll Humanity, successes = # of
turns stay awake (exceptional = entire
scene); can re-roll as extended action
—> Max dice pool for any action =
Humanity
FEIGNING LIFE
1 vitae/scene
Effects: Body heat, flushed skin,
breathing, blinking, etc.
EATING
1 vitae/scene
Effects: Can eat ‘normal’ food and drink
for one scene. Afterwards, must vomit up
everything.
- Resolve + Composure to not lose vitae.
REFLECTIONS, PICTURES,
RECORDINGS
• 1 willpower/scene to eliminate “blur” of
image.
• 1 willpower dot to eliminate
permanently for one image/recording.
BLOOD SYMPATHY
• +2 to mental powers targeting
“family” (within 2 steps removed from
vampire)
• 1 willpower, Wits + Occult to
determine location, activities of close
blood relative
• 1 willpower to alert blood relative of
your location, activity, feelings
• Intelligence + Occult to determine
where vitae comes from; 2+ successes =
determine clan/family, mortal
relationship to vampire if any
THE KISS
Victim: Resolve + Composure—3+
successes to successfully resist effects
HEALING DAMAGE
2 Bashing —> 1 vitae
1 Lethal —> 1 vitae
1 Aggravated —> 5 vitae
PHYSICAL
AUGMENTATION
1 vitae = 2 dots in Strength,
Dex, Stamina per turn
CHEAT SHEET 24
WEREWOLF 1
MODIFIERS FOR RITES MODIFIERS FOR GIFTS
SHAPESHIFTING
Shapeshifting requires a Stamina +
Survival + Primal Urge roll (using the
character’s base Stamina in Hishu form)
as an instant action. Success allows an
Uratha to shift to any form she desires.
An exceptional success on this roll
allows the character to shift forms as a
reflexive action and take another action
in that turn. Alternatively, a player may
spend a point of Essence for the
character to change shape as a reflexive
action with no need for a roll. Uratha
may also change shape as a reflexive
action, without a roll or point
expenditure, while their moon is in their
auspice phase. Returning to Hishu form
is always a reflexive action with no roll
or point expenditure necessary, as it’s
the form with which werewolves are
most familiar.
CHEAT SHEET 25
ARCHETYPES
THRESHOLDS
MANIFESTATIONS
PSYCHE LEVELS CHART
BENEFITS OF 8+ SYNERGY
TYPES OF MEMENTOS
GEIST 1
CHEAT SHEET 26
GEIST 2
MANIFESTATIONS GHOST SIGHT
REVERSE POSSESSION
SIXTH SENSE
MEDIUMS
PLASMIC INFUSION
DEVOURING GHOST CORPUS
DEATH STAINS
CHEAT SHEET 27
DETERMINE CAUSE OF DEATH
GEIST 3