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announce at any time that they are using their action (or
· For brawling, you roll Dexterity + Brawl
part of it, by dividing their dice pool) to make a dodge,
The difficulty is determined by the Storyteller, who bases it
simply by declaring "Dodge!" In some situations a dodge
on the circumstances around the roll. The difficulty is
many not be
partially based on the Storyteller's whimsy; it is upon her
allowed, such as in confined quarters or in cases where you
imagination and vision that everything must be based.
have been completely startled.
If no successes are obtained then the character has failed
After a turn in which a dodge is performed, a character's
his attack a nd no damage is inflicted. If a botch is obtained
initiative difficulty should be increased by 2
Accuracy Difficulties
Difficulty Situation
2 Weapon is touching target
Gun muzzle is inches from target/Target's back is
3
turned
Standard for point blank range/Target is not paying
4
attention
Point blank, visibility is reduced/Target is easy to
5
reach
Point blank, visibility is severely reduced/ Target is
6
open
Standard for close range/Standard difficulty with
7
cautious target
8 Standard for medium range/Target is moving swift ly
9 Standard for long range/Target is difficult to reach
Target is tiny, or is nearly completely concealed by
10
cover
Stage Three: Resolution occurred in the turn. It is a mixture of game and story, for
though the dice never lie, the Storyteller must interpret
This is the stage in which the practical outcomes of attacks
what luck has decreed.
are determined, and the Storyteller describes what has
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Vampire Storytellers Handbook
Damage: The amount of wounds which have been turn. At any t ime they can decide to step in and take their
inflicted on the target is determined by adding the number action - even during another character's action (for
of successes obtained to the damage score of the weapon. example, if they wanted to dodge someone else's blow), as
The resulting number is called the damage total and long as it was before the dice were rolled. Unless the two
indicates how many health levels the target loses. actions directly conflict, the Storyteller should first resolve
whatever action is being performed at the moment, just to
Soak: The target is allowed to make a roll in order to see
keep things as simple as possible.
how many wound levels might be avoided. Not every injury
actually causes as much damage as it is capable of. The · Multiple Opponents: Characters in melee or hand-to-
victim rolls Stamina + 2, with the difficulty based on the hand combat with more than one foe lose one die from
general deadliness of the weapon + 3, or in the case of their Initiative roll for every opponent fighting them that
guns, the caliber of ammunition that is being used; this turn.
number is listed separately for each weapon as the Impact
Firefight
Factor.
A firefight is any type of armed combat that is engaged
The character may also add a number of dice to this roll
using projectile weapons - things like Uzis and sawed-off
equivalent to any dodge successes which have been
shotguns. You normally need to be within sight of your
obtained. A successful dodge not only makes it more likely
opponent in order to engage in a firefight.
you will not be hit, but makes it less likely that you will be
Characters can take more than one action within a turn by
hit in a vital area. (Vampires may also add their Fortitude
splitting their dice pool (or using Celerity). However there
as well.)
is a practical maximum on the number of bullets that a gun
General Complications
can fire, as noted in the weapon's rate.
· Delaying an Action : Characters who gain initiative can
voluntarily decide to delay their action until later in the
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Vampire Storytellers Handbook
Expanded Weapons Chart
Firearms Chart by Type
Revolver
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
Smith&WessonM640 .38 -1 +1 15 3 3 4 2 5 P
Smith&WessonM686 .357 -2 +1 30 4 2 4 2 6 J
Colt Anaconda .44 -2 +2 50 4 2 5 2 6 J
Colt Python .357 -2 +1 30 4 2 4 2 6 J
Ruger Redhawk .44 -2 +2 65 4 2 5 2 6 J
Light Pistols
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
Glock 17 9mm -2 +1 20 3 4 4 1 7+1 J
Walther PPK .380ACP -2 +1 15 3 4 4 1 7+1 P
Heckler &KochP7M13 9mm -2 +1 20 3 4 4 1 13+1 P
SigSauer P226 9mm -2 +1 20 3 4 4 1 15+1 J
HammerliM280Target .22LR -1 +2 30 2 5 3 1 5 J
Heavy Pistol
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
M1911 .45ACP -3 +2 30 4 3 5 3 7+1 J
Glock 22 .40S&W -2 +1 25 3 3 5 2 15+1 J
SigSauer P220 .45ACP -3 +2 30 4 3 5 3 7+1 J
Glock 20 10mm -3 +2 30 4 3 5 3 15+1 J
Heckler&KochP7M10 .40S&W -2 +1 25 3 3 5 2 10+1 P
The "Big Boys"
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
DesertEagle .50AE -4 +2 30 5 1 6 4 7 J
Cassull .454 -3 +2 40 5 1 6 4 5 J
Linebaugh .475 -3 +2 40 5 1 6 4 6 J
Light Submachine Guns
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
IngramMAC-10* 9mm -2 0 18 4 18 5 2 30 J
Mini-Uzi * 9mm -2 0 25 4 21 5 2 20/30 T
Heckler&KochMP-
9mm -2 0 40 4 21 3 5 30 T
5*
Skorpion .32ACP -1 0 20 2 15 3 2 15/20 J
TEC9 9mm -2 0 20 4 18 5 2 20/32 T
Spectre * 9mm -2 0 25 4 18 5 2 30/50 T
Calico 950 * 9mm -2 0 25 4 21 5 2 50/100
TEC22 * .22LR -1 -1 20 2 15 3 1 30 J
Heavy Submachine Guns
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
Uzi * 9mm -3 0 50 4 21 5 2 25/32 T
Heckler&KochMP-
10mm -3 0 45 5 15 6 2 30 T
5*
Thompson M1928
.45ACP -3 0 50 5 15 6 2 20/100 T
*
Machine Pistols
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Vampire Storytellers Handbook
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con
Glock18* 9mm -2 0 20 3 19 4 1 17/19 J
Beretta 93R * 9mm -2 0 20 3 15 4 1 15/21 J
Steckin *
9x18mm -2 0 18 3 15 4 1 18 J
Heckler&KochVP-
9mm -2 +1 20/30 3 9 4 1 18 J
70z*
Firearms Chart by Type
Rifles
Name Caliber Init Accur Range Dam Rate Im Recoil Cap Con [ Pobierz całość w formacie PDF ]

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