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VtM20 Storyteller Cheat Sheet Cheat Sheet (DRAFT) by

Personal Cheat Sheet.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Close Combat Maneuvers

Maneuver
Traits
Accuracy
Difficulty
Damage
Bite
Dex + Brawl
+1
Normal
Str +1 (A)
Block*
Dex + Brawl
Special
Normal
None (R)
Claw
Dex + Brawl
Normal
Normal
Str +1 (A)
Clinch
Str + Brawl
Normal
Normal
Str (C)
Disarm
Dex + Melee
Normal
+1
Special
Dodge*
Dex + Athletics
Special
Normal
None (R)
Hold
Str + Brawl
Normal
Normal
None (C)
Kick
Dex + Brawl
Normal
+1
Str +1
Parry*
Dex + Melee
Special
Normal
None (R)
Strike
Dex + Brawl
Normal
Normal
Str
Sweep
Dex + Brawl/­Melee
Normal
+1
Str (K)
Tackle
Str + Brawl
Normal
+1
Str +1 (K)
Weapon Strike
Dex + Melee
Normal
Normal
Weapon
* - Defensive maneuver
A - Aggravated
C - maneuver carries over on successive turns
K - causes knockdown
R - reduces an opponent's attack successes

Ranged Combat Maneuvers

Maneuver
Traits
Accuracy
Difficulty
Damage
Automatic Fire
Dex + Firearms
+10
+2
Special
Multiple Shots
Dex + Firearms
Special
Normal
Weapon
Strafing
Dex + Firearms
+10
+2
Special
3-Round Burst
Dex + Firearms
+2
+1
Weapon
Two Weapons
Dex + Firearms
Normal
+1/off­­-hand
Weapon

Difficulty Levels

3
Trivial (scanning a small crowd for a familiar face)
4
Easy (following a trail of blood)
5
Straig­­ht­f­o­rward (seducing some one who’s already “in the mood”)
6
Standard (firing a gun)
7
Challe­­nging (locating where those agonized whispers are coming from)
8
Difficult (convi­­ncing a cop that this isn’t your cocaine)
9
Extremely difficult (walking a tightrope)

Combat Phases

Stage One: Initiative
• Roll initiative (1d10 + (Dex + Wits)) (or add 6 to the initiative rating). Everyone declares their actions. The character with the highest initiative performs her action first. Actions can be delayed to any time later in the order of initia­tive.
• Declare any multiple actions, reducing dice pools accord­ingly. Declare Discipline activation and Willpower expend­iture.

Stage Two: Attack
• For unarmed close-­combat attacks, roll Dexterity + Brawl.
• For armed close-­combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).

Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible.

Frenzy Diffic­ulties

Provoc­ation
Difficulty
Smell of blood (when hungry)
3 (or higher in extreme cases)
Sight of blood (when hungry)
4 (or higher in extreme cases)
Being harassed
4
Life-t­hre­atening situation
4
Malicious taunts
4
Physical provoc­ation
6
Taste of blood (when hungry)
6 (or higher in extreme cases)
Loved one in danger
7
Outright public humili­ation
8

Rötschreck Diffic­ulties

Provoc­ation
Difficulty
Lighting a cigarette
3
Sight of a torch
5
Bonfire
6
Obscured sunlight
7
Being burned
7
Direct sunlight
8
Trapped in a burning building
9

Simple Antago­nists

Type of Antagonist
Difficulty
Insign­ificant (Inexp­eri­enced or sickly mortal)
1
Weak (Average mortal, thug, or beat cop, other unrema­rkable profes­sional)
2
Average (Gifted mortal or ghoul, trained officer or mob hitman, recently Embraced thin-b­lood)
3
Challe­nging (Neonate, motivated thin-b­lood, ancient ghoul, Second Inquis­ition operative)
4
Strong (Ancilla, Second Inquis­ition commander, young werewolf)
5-6
Overpo­wering (Elder, adult werewolf)
7+

Mortals Template

Type of Mortal
Attributes
Skills
Advantages
Weak mortal
2 at 2; the rest at 1
3 at 2; 5 at 1
None
Average mortal
2 at 3; 3 at 2; the rest at 1
3 at 3; 4 at 2; 5 at 1
Up to 3 pts. (2 pts. max Flaws)
Gifted mortal
1 at 4; 2 at 3; 2 at 2; the rest at 1
2 at 4 (1 Specia­lty); 4 at 3; 4 at 2; 4 at 1
Up to 10 pts. (4 pts. max Flaws)
Deadly mortal
2 at 5; 2 at 4; 2 at 3; the rest at 2
1 at 5; 3 at 4; 5 at 3; 6 at 2 (3 Specia­lities)
Up to 15 pts. (no Flaws)

Hiearchy of Sin: Humanity

Humanity
Moral Guideline
10
Selfish thoughts
9
Minor selfish acts
8
Injury to another (accid­ental or otherwise)
7
Theft
6
Accidental violation (drinking a vessel dry out of starva­tion)
5
Intent­ional property damage
4
Impass­ioned violation (mansl­aug­hter, killing a vessel in a frenzy)
3
Planned violation (outright murder, savored exsang­uin­ation)
2
Casual violation (thoug­htless killing, feeding past satiation)
1
Utter perversion or heinous acts

Bearing

Humani­ty/Path Rating
Bearing Modifier
10
-2 difficulty
9-8
-1 difficulty
7-4
no modifier
3-2
+1 difficulty
1
+2 difficulty
Generally, a vampire's bearing has little or no direct effect on her nightly activities - it's only a vague impres­sion. Very high or low morality ratings impose a bonus or penalty to specific rolls associated with the charac­ter's bearin­g-for Humanity, the bearing modifier affects Social rolls for appearing normal and winning sympathy. These modifiers can affect rolls used for Discip­lines, where relevant. Paths of Enligh­tenment have their own bearings, which are listed with each Path descri­ption.
 

Degrees of Success

Botch
Total Failure (The gun doesn't just miss, it jams)
0
Failure (missing a punch)
1
Marginal (getting a broken refrig­­erator to keep running until the repairman arrives)
2
Moderate (making a handicraft that’s ugly but useful)
3
Complete (fixing something so that it’s good as new)
4
Except­­ional (incre­­asing your car’s efficiency in the process of repairing it)
5+
Phenomenal (creating a master­­work)
Whenever one or more of the dice comes up as a 10, that counts as a complete success.

Whenever one of the dice comes up as a 1, it cancels out a success.

If none of your dice comes up a success, and one or more dice are dice showing 1, the roll is a botch.

Targeting

Target Size
Difficulty
Damage
Medium (limb, briefcase)
+1
No modifier
Small (hand, head, cellphone)
+2
+1
Precise (eye, heart, rock)
+3
+2

Melee Weapons

Weapon
Damage
Conceal
Sap+
Str +1
P
Club+
Str +2
T
Knife
Str +1
J
Sword
Str +2
T
Axe
Str +3
N
Stake?
Str +1
T
P = Can be carried in the pocket
J = Can be hidden in a jacket
T = Can be hidden in a trenchcoat
N = Cannot be concealed on the person at all

+ Denotes a blunt object. Blunt objects inflict bashing damage unless targeted at the head (see Targeting, p274). Headshots inflict lethal damage.

? May paralyze a vampire if driven though the heart. The attacker must target the heart (diffi­­culty 9) and score three damage successes.

Fire and Burns

Soak Difficulty
Heat of Fire
3
Heat of a candle (first­-degree burns)
5
Heat of a torch (secon­d-d­egree burns)
7
Heat of a Bunsen burner (third­-degree burns)
8
Heat of an electrical fire
9
Heat of a chemical fire
10
Molten metal
Health Levels­/Turn
Size of Fire
One
Torch; a part of the body is exposed to flame
Two
Bonfire; half of the body is exposed to flame
Three
Raging inferno; entire body is engulfed in flame

Soaking Sunlight

Soak Difficulty
Intensity of Light
3
Faint light coming through a closed curtain; heavy cloud cover; twilight.
5
Fully protected by heavy clothes, sungla­sses, gloves, and a wide-b­rimmed hat.
7
Indirect light coming through a window or light curtains.
9
Outside on a cloudy day; hit by one ray of direct light; catching the sun's reflection in a mirror.
10
Direct rays from an unobscured sun.
Health Levels­/Turn
Exposure
One
Small part of body exposed-a hand or part of the face.
Two
Large part of body exposed-a leg, an arm, or the whole head.
Three
Fifty percent or more of the body expose­d-w­earing thin clothing.

Aura Signifiers

Condition
Color
Afraid
Orange
Aggressive
Purple
Angry
Red
Bitter
Brown
Calm
Light Blue
Compas­sionate
Pink
Conser­vative
Lavender
Depressed
Gray
Desirous or Lustful
Deep Red
Distru­stful
Light Green
Envious
Dark Green
Excited
Violet
Generous
Rose
Happy
Vermilion
Hateful
Black
Idealistic
Yellow
Innocent
White
Lovestruck
Blue
Obsessed
Green
Sad
Silver
Spiritual
Gold
Suspicious
Dark Blue
Diablerist
Black veins in aura
Anxious
Aura appears scrambled like static or white noise
Confused
Mottled, shifting colors
Daydre­aming
Sharp, flickering colors
Frenzied
Rapidly rippling colors
Psychotic
Hypnotic, swirling colors
Mortal
Weak aura
Vampire
Aura colors are pale
Shapes­hifter
Intensely vibrant aura
Ghost
Splotchy, interm­ittent aura
Mage
Myriad sparkles in aura
Sleepw­alker
Muted aura with faint glimmers
 

Armor Chart

Class
Armor Rating
Penalty
Class One (reinf­­orced clothing)
1
0
Class Two (armor T-shirt)
2
1
Class Three (kevlar vest)
3
1
Class Four (flak jacket)
4
2
Class Five (full riot gear)
5
3

Health Levels

Health
Dice Pool Penalty
Descri­ption
Bruised
0
Only somewhat bruised.
Hurt
-1
Superf­­ic­ially hurt.
Injured
-1
Suffers minor injuries and movement is mildly inhibited (halve maximum movement speed).
Wounded
-2
Suffers signif­­icant damage and may not run (though they may still walk). At this level, a character may only move or attack. He always loses dice when moving and attacking in the same turn.
Mauled
-2
Badly injured and may only hobble about (3 meters per turn).
Crippled
-5
Catast­­ro­p­h­icaly injured and may only crawl (1 meter per turn).
Incapa­citated
None
Incapable of movement, likely uncons­­cious. Incapa­­ci­tated vampires with no blood in their bodies enter torpor.
Torpor
None
Enters a deathlike trance. He may do nothing, not even spend blood, until a period of time has passed.
Final Death
None
Character is killed perman­­ently.

Blood Pools

Vessel
Blood Pool
Vampire
10+
Werewolf
20
Average Human
10
Child
5
Cow
5
Dog
2
Cat
1
Plasma Bag
1
Bird
1/2
Bat/Rat
1/4

Diablerie

Commiting Diablerie: To commit diablerie, the diablerist must take blood directly and immedi­­ately from the victim; the blood may not be stored and used later and only one diablerist may commit the act on a given victim.

Once a vampire’s body has been drained of all blood, the diable­­rist’s makes an extended Strength roll (Diff. 9). Each success inflicts one automatic health level on the victim (the victim cannot soak, and damage is considered aggrav­­ated). When all the victim’s health levels have been drained, the body begins to decay immedi­­ately.

A vampire committing diablerie is vulnerable to attack, all attacks against a vampire attempting diablerie are made versus a difficulty of 2

Rewards: Upon completion of diablerie, the diablerist is overwh­­elmed by euphoria, and a Self-C­­on­t­r­ol­­/In­­st­incts roll is necessary (Diff. 10 - Humani­­ty­/­Path) to avoid losing control.

The true benefit of diablerie becomes evident if the diablerist feeds on the vitae of a vampire of lower Generation (e.g., 9th gen. diable­­rizing 7th gen.). The diablerist literally steals the power and potency of the victim’s own blood, and thus perman­­ently lowers her own Generation by one. All benefits of the lowered Genera­­tion: a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 — are bestowed.

If the victim was of far greater power (5 or more Gen. levels) than the diable­­rist, the ST may rule that the predator lowers her Gen by more than one step. It would not be unreas­­onable for a 12th gen. neonate who drank the blood of a 3000-y­­ea­r-old 5th gen. to advance 3 or more Genera­­tions.

Drinking the vitae of elder vampires can tempor­­arily increase the diable­­rist’s Discipline levels by 1, 2, or more. These increased powers last for a single scene, unless the ST decides otherwise.

Blood Bonds

First drink: The drinker begins to experience interm­­ittent but strong feelings about the vampire. She may dream of him, or find herself “coinc­­id­e­n­tally” freque­­nting places where he might show up. There is no mechanical effect at this stage, but it should be rolepl­­ayed.

Second drink: The drinker’s feelings grow strong enough to influence their behavior but not yet enslaved. She may act as she pleases, but might have to make a Willpower roll to take actions directly harmful to the vampire. The vampire’s influence is such that he can persuade or command her with little effort (Social rolls against the thrall are at -1 diffic­­ulty)

Third drink: Full-scale blood bond. A regnant may use the Dominate Discipline on a thrall, even without the benefit of eye contact. Additi­­on­ally, should the thrall try to resist the Dominate (or similar mental control power) for some reason, the difficulty of such resistance is increased by two. Naturally, a higher­­-G­e­n­er­­ation vampire still cannot use Dominate on a lower-­­Ge­n­e­ration thrall.

Resisting the Bond: It's possible, though difficult, for a vampire to tempor­­arily resist a blood bond. Doing so requires the player to make a Willpower roll (diffi­­culty is typically 8, but can be modified based on the regnant’s treatment and the thrall’s Nature) and accumulate a number of successes equal to the number of times the thrall has partaken of the regnant’s blood, to a maximum of difficulty 9. The thrall must then spend a Willpower point. Upon doing so, the bond is negated for a variable amount of time.