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27
CHEAT SHEET 1 Rote Actions: Option to re-roll dice that didn’t result in a success once under right circumstances. ROLLS & TRAITS

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CHEAT SHEET 1

Rote Actions: Option to re-roll dice that

didn’t result in a success once under right

circumstances.

ROLLS & TRAITS

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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

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CHEAT SHEET 3

DRUGS

TYPES OF DAMAGE

DAMAGE & EFFECTS 1

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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

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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

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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.

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CHEAT SHEET 7

WEAPONS 1

MELEE

RANGED

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CHEAT SHEET 8

WEAPONS 2

PISTOLS

RIFLES & SHOTGUNS

MACHINE GUNS

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CHEAT SHEET 9

WEAPONS 3

EXPLOSIVES

FLAMETHROWERS

FUTURE WEAPONS

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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

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CHEAT SHEET 11

VEHICLES 1

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CHEAT SHEET 12

VEHICLES 2

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CHEAT SHEET 13

ANIMALS & CREATURES 1

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CHEAT SHEET 14

THE SHADOW 1

ENTERING THE SHADOW

GAUNTLETT STRENGTH

LOCUS STRENGTH

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CHEAT SHEET 15

THE SHADOW 2

SPIRIT INFLUENCE STRENGTH

NUMINA

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CHEAT SHEET 16

THE SHADOW 3

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CHEAT SHEET 17

THE SHADOW 4

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CHEAT SHEET 18

THE SHADOW 5

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CHEAT SHEET 19

THE SHADOW 6

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CHEAT SHEET 20

MA

NIF

ES

T M

OD

IFIE

RS

THE SHADOW 7

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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

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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

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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

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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.

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CHEAT SHEET 25

ARCHETYPES

THRESHOLDS

MANIFESTATIONS

PSYCHE LEVELS CHART

BENEFITS OF 8+ SYNERGY

TYPES OF MEMENTOS

GEIST 1

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CHEAT SHEET 26

GEIST 2

MANIFESTATIONS GHOST SIGHT

REVERSE POSSESSION

SIXTH SENSE

MEDIUMS

PLASMIC INFUSION

DEVOURING GHOST CORPUS

DEATH STAINS

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CHEAT SHEET 27

DETERMINE CAUSE OF DEATH

GEIST 3