This is a draft cheat sheet. It is a work in progress and is not finished yet.
Close Combat
Unarmed |
Strength+Brawl |
One-handed Melee |
Dexterity+Melee |
Two-handed Melee |
Strength+Melee |
Dodge, when defending |
Dexterity+Athletics |
Using a gun in CQC |
Strength+Firearms, -2 for large guns |
Crippling Injuries (d10 + Agg when impaired)
1-6 |
Stunned: Spend 1 willpower or lose turn |
7,8 |
Head Trauma: Physical -1, Mental -2 |
9 |
Broken limb: -3 when using limb |
10 |
Blinded: -3 rolls requiring sight |
11 |
Severe wound: -2 all rolls, +1 all damage |
12 |
Crippled: Lose a limb |
13+ |
Torpor or death |
Grappling
Initiate Grapple |
Strength+Brawl |
Resist Grapple |
Strength+Brawl |
Bite |
Strength+Brawl |
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Social Conflict (general, loose rules)
Stare-down |
Resolve+Intimidation |
Convincing |
Manipulation+Persuasion |
Impressing authority |
Composure+Etiquette |
Rap battle |
Wits+Performance |
Undermining, indirectly |
Manipulation+Etiquette |
Seduction |
Appearance+Persuasion |
Social Combat Damage
Alone with opponent |
+0 Damage |
Coterie Present |
+1 Damage |
Allied/Valued NPCs Present |
+2 Damage |
Authority, Powerful Kindred |
+3 Damage |
The Prince |
+4 Damage |
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Ranged
Firefight |
Composure+Firearms |
Sniping |
Resolve+Firearms |
Quick-draw |
Dexterity+Firearms |
Defending From Ranged |
Dexterity+Athletics |
Throwing Anything |
Dexterity+Athletics |
Cover, During Ranged Fights
No cover |
-2 Dice |
Concealment |
-1 Dice |
Hard Cover |
0 Dice |
Waist High Cover |
+1 Dice |
Complete Cover |
+2 Dice |
Weapon Damage Types
Improivsed |
+0 Damage |
Light impact |
+1 Damage |
Light piercing, gunshot |
+2 Damage |
Heavy impact |
+3 Damage |
Medium piercing, gunshot |
+3 Damage |
Heavy gunshot |
+4 Damage |
Massive impact |
+4 Damage |
Wooden Stake (heart) |
Damage Success +5 = Paralysis |
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