Vampire The Masquerade V20 Combat Reference Sheet

Vampire the Masquerade 20th Anniversary Edition Combat Reference Sheet Version 1.0 Full Defense (pg 275) Combat Maneuve

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Vampire the Masquerade 20th Anniversary Edition Combat Reference Sheet Version 1.0 Full Defense (pg 275)

Combat Maneuvers Aborting Actions (pg 274) Reflexive Abort to a defensive action (block, dodge or parry) Roll Willpower vs. Diff 6 or Spend 1 Willpower Ambush (pg 274) Attacker rolls Dex + Stealth Defender rolls Perc + Alertness If attacker has more successes, attacker gets one free attack with extra success from Ambush roll add to that attack. If Defender has more successes then begin combat as normal.

Declare that you will only defend this turn Roll Full Dice pool for first defensive action

Subtract 1 Dice cumulatively, for each additional defensive action Close Combat Maneuvers Bite (pg 276) Dex + Brawl; Difficulty: Normal Accuracy: +1 Die; Damage: Str +1 (Lethal/Aggravated) Must successfully perform a Clench, Hold, or Tackle first.

Blind Fighting/Fire (pg 274 & 279) Blind characters are at +2 Difficulty for all actions Add Two Dice to attack rolls against Blinded targets Cannot use ranged attacks

The Kiss (pg 276) Dex + Brawl; Difficulty: Normal Accuracy: +1 Die; Damage: None The Victim must successfully perform a Clench, Hold, or Tackle first. Drains blood from target at normal rate of 3 per turn. Victims with Willpower 9 + or Kindred can resist with a Self Control/Instinct roll Difficulty 8. (pg 269)

Flank and Rear Attacks (pg 274) Attacker on the flank adds 1 Die to attack roll Attacker from the rear adds 2 Dice to attack roll

Claw (pg 276) Dex +Brawl; Difficulty: Normal Accuracy +0 Dice; Damage: Str +1(Lethal/Aggravated)

Movement (pg 258 & 274) You can move ½ running distance and still attack Walk at 7 yards per turn Jog at 12+Dex per turn Run at 20+3xDex per turn

Clinch (pg 276) Str + Brawl ; Difficulty: Normal Accuracy +0 Dice; Damage: Strength If Attacker is successful a clench begins and attacker rolls Str Damage in 1st round Subsequent turns, each combatant can do STR damage attempt to escape the clench. To escape a clench, make a resisted Str + Brawl, if escaping character has more success, she breaks free. Otherwise, clench continues into next round.

Multiple Actions (pg 274) Declare total number of actions Determine smallest Dice Pool Divide that Dice Pool amongst Actions Extra Actions from Celerity cannot be split. Targeting (pg 274) Target Diff Medium +1 (limb, briefcase) Small +2 (hand, head, cellphone) Precise +3 (eye, heart, lock)

Damage 0 +1 +2

Defensive Maneuvers Block (pg 275) Hand to Hand Bashing Only Roll Dex + Brawl If Defender has Fortitude or Armor may block Lethal or Aggravated Damage Dodge (pg 275) All attack types Dex + Athletics Parry (pg 275) Brawl or Melee Dex + Melee If Defender makes a brawl attack and the Defender rolls more successes, the defenders rolls Base Weapon Damage + extra successes for damage.

Disarm (pg 276) Dex + Melee; Difficulty: Normal Accuracy: +0 Dice; Damage: Special If successful the attacker rolls damage normally. If successes exceed the defender’s Str rating, no damage is done, but the defender drops his weapon Hold (pg 276) Str+Brawl; Difficulty: Normal Accuracy: +0 Dice; Damage: None On a successful roll, the attacker holds the target until the target’s next action. At that time, both combatants make an opposed Str + Brawl roll. The target may take no action until she scores more successes than the defender Kick (pg 276) Dex + Brawl; Difficulty: +1 Accuracy: +0 Dice; Damage: Str +1 Multiple Opponents In close combat, a character who battles multiple opponents suffers attack and defense difficulties of +1 cumulative (max of +4) for each opponent after the first. Strike (pg 276) Dex + Brawl; Difficulty: Normal Accuracy: +0 Dice; Damage: Strength

Sweep (pg 276-277) Brawl or Melee Dex +Brawl/Melee; Difficulty: +1 Accuracy: +0 Dice; Damage: Str & Knockdown An attack designed to trip an opponent. If successful, the target takes Str Damage and must roll Dex +Athletics (Difficulty 8) or suffer a knockdown

Readying a Weapon (pg 278) Ready a Firearm: Dex + Firearms Ready a Melee Weapon: Dex + Melee

Tackle (pg 277) Str + Brawl; Difficulty: +1 Accuracy: +0 Dice; Damage: Str+1 You rush your opponent, tackling him to the ground. Both combatants roll Dex + Athletics (difficulty 7) or suffer knockdown. Even if the target succeeds, he is unbalanced and suffers a +1 difficulty to his actions until the next turn.

Strafing (pg 278) Dex + Firearms; Difficulty: +2 Accuracy +10 Dice; Damage: Special The attacker may fire an automatic weapon across an area no larger than 3 yards. The attacker divides success gained on the attack roll evenly among all targets in the covered area. If only one target is in the area, only half of the successes affect him. Dodge rolls against a strafe are at +1 Difficulty

Weapon Length (pg 277) When you attack a character with a longer weapon(knife vs sword), you must approach and therefore lose 1 die from the attack roll. Weapon Strike (pg 277) Dex + Melee; Difficulty: Normal Accuracy: +0 Dice; Damage: Weapon Type Ranged Attacks Aiming (pg 277) Requirement: Firearms 1 Add one die to the attack roll on a single shot for each turn spent aiming at a target that is moving no faster than a walk. The maximum number of dice that can be added is equal to the character’s perception rating. A scope add two more dice in the first round in addition to those added for perception Automatic Fire (pg 278) Dex + Firearms; Difficulty: +2 Accuracy: +10 Dice; Damage: Normal The weapon unloads its entire ammunition clip in one attack. The weapon’s magazine must be at least half full to use Cover (pg 278) Cover Type Difficulty Light (lying prone) +1 Good (Behind Wall) +2 Superior +3 Cover increases the difficulty to hit, but someone behind cover receives a penalty to attack as well. This penalty is one less than the difficulty listed above. Multiple Shots (pg 278) Dex +Firearms; Difficulty: Normal Accuracy: Special; Damage: Weapon Type The player divides the dice pool amongst the number of shots he wants to take up to the weapon’s rate of fire. Range (pg 278) The listed range for weapons is the Short Range. Attacks up to Short Range are Difficulty 6. Attacks up to Maximum Range are Difficulty 8. Attacks at Point Blank Range are Difficulty 4.

Reloading (pg 278) Dex + Firerms Reloading takes one round, but can be part of a normal action

Three-Round Burst (pg 278) Dex+Firearms; Difficulty: +1 Accuracy: +2; Damage: Weapon Type The attacker expends 3 rounds from his weapon’s clip against one target. Two Weapons (pg 278) Dex + Firearms; Difficulty: +1 for off-hand Accuracy: Normal; Damage: Weapon Type Firing two weapons in the same turn is considered a normal action subject to the Multiple Action rules. Maneuver Complications Dazed (pg 279) If in a single attack, the attacker rolls more damage after soak than a mortal’s Stamina or a Vampire’s Stamina +2 the victim is dazed. The target must spend her next turn shaking off the dazed effect

Immobilization (pg 279) Add two dice to attacks made against an immobilized opponent if the target is still able to struggle Attacks hit automatically if the target is completely immobilized Knockdown (pg 279 - 280) The victim falls prone. After a knockdown, the subject makes a Dex + Athletics roll. If successful the victim may get to her feet immediately, but her initiative is reduced by 2 on the next turn. A failed roll means the victim spends her next action climbing to her feet A botched roll means the fall was especially hard and the victim takes one automatic level of bashing damage. Stake Through Heart (pg 280) Staking a Vampire is a difficulty 9 attack. If the attack succeeds and inflicts at least 3 health levels of damage after soak, the target is immobilized An immobilized victim is conscious and may use perception powers. The victim may not spend blood points.