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by Diego Bastet

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Based on the
Adventure Game Engine
rules written by Chris Pramas and the
World of Darkness
setting by White Wolf Game Studio.

You will need a copy of both the Fantasy Age Basic Rulebook and the World of Darkness core
rulebook (1st or 2nd edition ) to make use of this document. Direct references in the text are
taken only from the free God Machine Rules Update. This conversion also used the Free-Form
FAGE and Eternal Shadows supplements as inspiration and is somewhat compatible with both.

Contents
Character Creation ................................................................................................
................................ ............................................................ 5
Attributes ................................................................................................................................
................................ ................................................ 6
Focuses ................................................................
................................................................................................
..................................................... 8
Talents ................................................................
................................................................................................
.................................................... 10
Mental Talents ................................................................................................................................
................................ ...................................11
Physical Talents ................................................................................................................................
................................ ................................ 14
Social Talents ................................................................................................................................
................................ .................................... 16

Rules ................................................................
................................................................................................
........................................................ 18
Integrity ................................................................
................................................................................................
................................................. 20
Resource ................................................................
................................................................................................
................................................. 22
Willpower ................................................................
................................................................................................
................................................. 23
Optional Rules ................................................................................................................................
................................ ........................................ 24

Equipment ................................................................................................................................
................................ .............................................. 27
Weapons................................................................
................................................................................................
................................................... 27
Armor................................................................
................................................................................................
...................................................... 29
Gear ................................................................
................................................................................................
........................................................ 30

Version 1.1
1. by Diego Bastet and the Secrets of Alancia team.
Made for fans by fans,, not for sale or auction. You may freely distribute, print and copy this work.

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Character
haracter Creation
The process by which you create a number of Design Points to design your
character is slightly different
rent from the character as you see fit.
Fantasy Age core. The Attributes and the Design Points are what provides
list of Focuses are ported directly from the your starting adjustments. The freedom
World of Darkness skills. However the players have to decide
de these traits is based
rules are similar, even if their
ir names differ. on the fact that in the modern world, you
The steps are as follow: really can learn just about anything you
wish to. For a normal game, players have 6
1 - Create a Concept Design Points to work with. The Storyteller
may decide that your characters should be
Just like in the basic FAGE first made with a different nt number of points.
you choose who your character is. Choose a They should however help tell the
Vice and
nd a Virtue, and determine your characters backstory.
Breaking Points.
Pts Pick
2 - Attributes 1 a new Focus
2 a Talent
You have 10 points to allocate 3 ann Ability Increase
between the 9 attributes. Each start at 1 and
may go up to 3 at this point of the character
creation. See the following section for Advancement
details. Whenever you advance to a new
level, you can gain a Focus, an Ability
3 - Design Points Advancement, or a Talent. Characters who
reach level 10 do not reach super-powerful
super
Instead of class or background you levels of competence. In keeping with the
have 6 Design Points to buy Focuses, genre, with heroes being fallibly human
Talents or extra Attribute points. even when extremely experienced, they
gain less whenever they gain a level.
4 - Equipment Whenever a 10th level levels up she
You start with 4 items of your may not advance a talent she already
Resource level. See the Equipment section possesses,, and also doesn't gain any extra
for details. Health. With express game master
permission, an existing talent may be
advanced to Professional or Master degree.
5 - Stats On the other hand you can take an
Defense uses lowest of Dexterity or Attribute focus you already possess an
Wits; Speed uses Strength, Health is 20 + additional time. Doing so increases the
2x Stamina. Starting Integrity is 7. bonus from +2 to +3.

Ver. 1.0: Creatures: The Something


Design Points Following versions of this
You
ou don't have to pick a document will include conversion rules for
background or class. Instead you make the various supernatural creatures of the
some basic concept choices and get a World of Darkness. For now you can only
create human characters.

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Attributes
As in the FAGE rules, you Composure
character's capabilities are represented with Poise. Dignity. The capacity to
9 Attributes. They are classified
ified into three remain calm and appear -and actually be-
categories - Mental, Physical and Social. unfazed in social and threatening situations,
The Attributes are: usually harrowing ones.
Compatibility: Composure stands for the
Composure (Social, Resistance) defensive uses of Willpower.
Willpower
Dexterity (Physical, Finesse)
Intelligence (Mental, Power)
Manipulation (Social, Finesse) Dexterity
Presence (Social, Power) Quickness. Response time. A
Resolve (Mental, Resistance) delicate touch. Dexterity indicates how
Stamina (Physical, Resistance) quickly and with how much finesse your
Strength (Physical, Power) character responds to the world.
Wits (Mental, Finesse) Speed: You use the lowest of your Strength
or Dexterity to calculate your Speed.
Your characters Attributes start at
1 and you get 10 advancements to increase Intelligence
them. Each advancement you spend raises The raw power of the mind.
an ability by 1, but no ability can be greater Cognitive capacity. The inherent capability
than 3 at this point. Design Points and to digest, comprehend and remember
leveling up then modify these starting information - and to learn more.
ratings as normal, but never beyond 5. Intelligence is a direct measure of how
Its possible for someone to have smart your character is.
more, but these individuals are typically
beyond the human ken, partially or fully a
part of the mysterious supernatural world.
Manipulation
Charm. Persuasiveness. Charisma.
The capacity to play uponn the desires, hopes
and needs of others to influence them.
Manipulation reflects your characters
finesse in social situations. How well he
can appeal, gain the favor and generally
coerce others.
Compatibility: Manipulation stands for the
"finesse" uses off Communication.

Presence
Bearing. Stature. Assertiveness.
Presence suggests the power of your
characters very identity. Attractiveness is
only part of the trait. Your character may be
jaw-dropping
dropping gorgeous, plain-Jane
plain or
downright ugly, but her Presence
Presenc means
much more.
Compatibility: Presence stands for the
"power" uses of Communication.

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Strength
Resolve Physical might. ht. Sheer bodily
The focus and determination to see power. The capacity to lift objects, move
your characters will done. The capacity to items, hit things and people, and do
stay on target, ignore distractions and to damage. Strength is a measure of muscle.
resist coercion or browbeating. Resolve is Carrying Capacity: If the optional
your characters mental fortitude. His Encumbrance rules are used, your Carry
personal conviction. His clarity of vision.
vision value in items is equal to your.
Compatibility: Resolve stands for some of Speed: You use the lowest of your Strength
the uses of Willpower, specially related to or Dexterity to calculate your Speed.
supernatural abilities and effects.
Wits
Stamina The ability to think on ones feet,
Sturdiness. Steadfastness. Sheer
She under pressure or duress, without letting
physical resilience. Stamina is a measure of them see you sweat. Wits also en- en
how tough your character is. It indicates compasses an eye for detail, the ability to
how far she can push her body, and how absorb whats going on in the environment,
much physical abuse she can endure. and involves the powers of perception.
Compatibility: Stamina stands for most of Compatibility: Wits stands for most of the
the uses of Constitution. uses of Perception.
Defense: You use the lower of your
Dexterity or Wits to calculate your Defense.

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Focuses
Focuses work similar as they do in Languages
the FAGE core. As previously mentioned, All characters begin knowing their
even if their names are different their rules native language(s). Players can ask the GM
are the same: A focus grants a +2 bonus to for additional languages (up to their
a roll; +3 if the character buy it a second characters Intelligence score) that are
time after 10th level. particularly pertinent to their concept.
Like Attributes, Skills are broken
down into three general categories, Mental,
Physical and Social, but unlike the Mental Focuses
Storytelling system you don't have to Mental Focuses are almost entirely
prioritize one over the other. gained from a period of formal education,
The Focuses on Age of Darkness and most characters with many can claim a
aren't linked to attributes as in AGE. degree or even a doctorate in their field of
Instead the Storyteller tells you what to roll study.
in the typical way of the Storytelling system
(i.e. Intelligence + Academics or Dexterity Academics: General knowledge in the Arts
+ Athletics). and humanities. Everything from English to
Note: Since Focuses aren't linked to history, economics to law.
Attributes,, we recommend that Storytellers Computer: Training or experience to
understand the difference of Power, Finesse operate a computer, from basic use to
and Resistance attributes in the WoD Core. programming and hacking.
Crafts: Training or experience in creating
works of physical
ical art or construction with
his hands, from paintings to car engines to
classical sculpture.
Investigation: Solving mysteries,
examining seemingly disparate evidence to
find a connection, answering riddles and
overcoming paradoxes.
Medicine: Expertise in human physiology
and how to treat injuries and illness.
Occult: Knowledge and experience with
the worlds various legends and lore about
the supernatural.
Politics: Familiarity with the way the
political process works, bureaucracies, and
know exactly who to call in a given
situation to get something done.
Science: Understanding of the physical and
natural sciences: Biology, chemistry,
geology, meteorology, physics.

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Physical Focuses Social Focuses
Physical Focuses are applications of Mental Focuses represent
repres innate
a characters might, endurance and capabilities honed by years of experience
coordination, such as climbing a mountain, rather than by any formal training. You can
driving a car or shooting a gun. You cant teach someone the basic principles of
earn a degree in fist-fighting,
fighting, but you can Persuasion, but true leaders are born rather
graduate at the top of your class in the than made.
school of hard knocks.
Animal Ken: Being able to interpret and
Athletics: Physical training, from rock recognize the behavior off animals.
climbing to kayaking to professional sports Empathy: Intuition for reading peoples
such as football or hockey. emotions.
Brawl: How to hit an opponent, where to Expression: The arts of both the written
hit for maximum effect and how to defend and spoken word and other forms of
themselves from attack in unarmed combat. entertainment, from journalism to poetry,
Drive: Operate a vehicle under difficult or creative writing to acting, music to dance.
dangerous conditions. Not needed for daily Intimidation: The art and technique of
tasks. persuading others through the use of fear.
Firearms: Identify, operate and maintain Persuasion: The art of inspiring or
most types of guns, from pistols to rifles to changing minds through logic, charm or
military weapons such as submachine guns, sheer, glib fast-talking.
assault rifles and machine guns. Socialize: Ability to interact with others in
Larceny: Everything from picking locks to a variety of situations, from talking people
pe
concealing stolen goods and everything in up at bars to comporting himself with
between. dignity at state dinners.
Stealth: Avoiding notice, whether by Streetwise: Knowing how life on the
moving silently,
lently, making use of cover or streets works and are adept at surviving by
blending into a crowd. its harsh rules.
Survival: Experience or training in living Subterfuge: Used when telling a
off the land, tracking and foraging. convincing falsehood, hiding ones
Weaponry: Fighting with everything from emotions or reactions, or trying to pick up
beer bottles to pipes, knives to swords. on the same in others.

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Talents
The following list shows all Mental
available talents. If a talent isn't mentioned Alchemy (revised)
it's because we either included it into Arcane Blast (new)
another New talent, or we don't consider it Chirurgy
appropriate or useful. Cunning (new)
Some talents are New; these talents Danger Sense (new)
exist to replace certain class abilities or to Keen Mind (new)
prune down the number of similar talents, Linguistics (revised)
like focus/stunt enhancing ones,ones or were Lore (revised)
converted from the nWoD rulebook. A few Specialty Focus (new)
talents were Revised to better fit into the Specialty Stunt (new)
rules or setting.. Unchanged talents,
talents or those Specialty Supernatural (new)
that only the requisite attribute were Supernatural Template (new)
changed are just mentioned by name and
can be found on the FAGE rulebook.
rulebook
Note: One of the conversion's Physical
design goals was to convert 1-2 1 dots Armor Training (revised)
abilities as Novice, 3-44 as Journeyman and Automatics Style (new)
5 (and in some cases "strong" 4s) as Master. Dual Weapon Style
Also it probably should go without Martial Arts Style (new)
mention, but in case it isn't clear, class Mounted Combat (revised)
restriction on talents are removed. Pilot (new)
Pinpoint Attack (new)
Pole Weapon Style
Compatibility Quick Draw (new)
In keeping with the idea of a simple Single Weapon Style
conversionon most talents weren't revised Shooting Style (new)
from their original form. I highly Tactical Training (new)
recommend the Free-Form
Form FAGE Throw Weapon Style
(complete version) to those that want more Toughness (revised)
revised talents, specially some social and Two-Hander Style
mental ones that are somewhat lacking. Unarmed Style
Most of the talents from Eternal Weapon and Shield Style
Darkness were used or incorporated into
other talents presented here, but Storytellers
may freely allow players to choose from Social
them. Animal Training
Carousing
Command
Contacts
Fame (new)
Intrigue
Oratory
Organization (new)
Resources (new)
Staff (new)
Striking Looks (new)

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You use your wits to beat your opponents.
Mental Talents Novice: When you take the Aim action, you
gain +2 instead of the normal +1.
Journeyman: You use your wits to hit
Alchemy (revised) enemies where it hurts. Once per turn you
y
Requirement: Intelligence 2 or higher, can add your Intelligence
ntelligence to your damage
Storyteller's discretion. when making attacks.
You know how to create potions and bombs Master: You are hard to pin down in
using alchemical formulas. These items are combat. Opponents do not gain an attack
not magic, though some may treat them that bonus for outnumbering you in melee
way. If you have the ingredients, you
yo can combat. Normally, attackers can gain up to
make one dose in an hour. a +2 bonus in such circumstances.
Novice: You know how to prepare basic
potions and bombs. Choose se three Novice Danger Sense (new)
potions and/or bombs you know how to Your friends may have called you lucky in
make from memory. You can brew other the past, or you may be really perceptive,
concoctions of your level ass you find and but regardless horrible accidents and pitfalls
learn their recipes. rarely occur to you.
Journeyman: Choose two Journeyman Novice: When you fail a Wits test related to
potions and/or bombs youu know how to ambush or being attacked while unawares,
make from memory. you may re-rollroll the test but must keep the
Master: Choose two Master potions and/or second result.
bombs youu know how to make from Journeyman: When hen you fail a test related
memory. to falling or becoming trapped, you may re- re
roll the test but must keep the second result.
Arcane Blast (new) Master: Once per session, you may re-roll re
Requirement: Supernatural Template.
Template any test, but must keep the second result.
You have learned to focus magical power.
Novice: You ou can make a special ranged Keen Mind (new)
attack that damages foes with a blast of Requirement: Wits 2 or higher.
magical energy. This is resolved like a You have a keen memory for a lot of
normal ranged attack (using spell stunts), knowledge that can come in handy.
but the attack roll is a test of your main Novice: You do not have to make rolls for
attribute. An arcane blast has a range of 16 your character to remember past
yards and inflicts 1d6 + resolve damage. experiences, always knows which direction
This attack requires no power points.
points you are facing and never suffers penalties to
Journeyman: The range of your arcane navigate or find your way..
blast attack becomes 24 yards and you gain Journeyman: Once per scene you may
Focus on its attack. recollect a useful factoid with a TN 15 Wits
Master: You can increase the damage of an roll. On a successful roll, the Storyteller
arcane blast by 1d6 by spending 2 power must give a relevant fact, or detail about the
points before making the attack. You issue at hand. Your character knows this
cannot do this more than once per attack. fact, but you must explain within the scope
sc
of your characters background why she
Chirurgy (Unchanged) knows it.
Requirement: Medicine focus. Master: Once per scene, if you pass a TN
15 Wits roll, the Storyteller must tell you if
Cunning (new) the scene has a supernatural cause and
Requirement: Intelligence 2 or higher.
higher provide one piece of found information that

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confirms the answer. This confirmation is you use the Novice ability you may keep
based on folklore however. the best result.

Linguistics (revised) Specialty Stunt (new)


Requirement: Intelligence 2 or higher.
higher You have a special knack with a stunt.
You have a special knack for languages. Note: When you take this talent, you must
Novice: You learn a new language. In choose any one stunt for which the
addition, if you are encountering an following benefits apply. You can take this
unknown language (whether spoken or talent multiple times, but you must choose
written),
ritten), you can try to decipher it with a another stunt each time.
TN 15 Intelligence test. The degree of Novice: Choose any one stunt. stu You can
success indicates just how much you perform it for 11 SP (1 minimum). Stunts
managed to understand. that can be taken multiply times only
Journeyman: You learn an additional reduce the final cost by one.
language. In addition, you can imitate a Journeyman: When using your designated
specific dialect or pass as a native speaker
s stunt, you receive a +2 bonus on any
for one scene or encounter with a TN 15 opposing or further test the stunt includes,
Intelligence test. increase the TNN to resist the stunts effect by
Master: You learn another language. 1, increase any bonus the stunt grants by 1,
Finally, you receive a +2 bonus when using increase any additional damage by 1 for
the previous abilities of this talent. every 1d6 extra damage the stunt grants, or
affect one additional target, if the stunts
Lore (unchanged) effect is to include additional targets. Use
Note: A Lore test is one dealing with any one benefit that is appropriate for the
theories and general academic information, chosen stunt and the Storyteller approves.
usually but not always with the Academics Master: You can perform the chosen stunt
or Science focus. for 2 SP instead (1 minimum). Stunts that
can be taken multiple times only reduce the
final cost by two.
Specialty Focus (new)
Requirement: The appropriate focus.
You train to become a master of your trade.
Specialty Supernatural (new)
Note: When you take this talent, you must Requirement: The appropriate
choose one of your attribute focuses
focus to Supernatural talent.
which the following benefits apply. You You have a deep connection with a given
can take this talent multiple times, each supernatural ability.
time for a different focus. Note: When you take this talent, you must
Novice: You can turn a failure into a choose one of your Supernatural talents to
success. Once per scene, you may re-roll
re a which the following benefits apply. You
test containing the chosen attribute focus,
focus can take this talent multiple times, for a
though you must keep second roll. different Supernatural talent each time.
Journeyman: When making a check using Novice: You gain a +2 bonus when
the chosen attribute focus,, you may apply resisting abilities from your favored talent.
your focus bonus to your degree of success Journeyman: Your knowledge of your
on advanced tests. element is deep. When using powers of
Master: When making a check using the your favored talent, their cost power
p points
chosen attribute focus,, you may reduce one is reduced by 1, to a minimum of 1.
of your dice by one point in order to get a Master: Your understanding of the talent is
double and perform stunts. If you already absolute. When using this talent's powers,
possess a similar ability, you may choose to you may reduce one of your dice by one
increase one die by one point instead. When point in order to get a double and perform

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spell stunts. If you already possess a similar Ver. 1.0 Note: More supernatural templates
ability, you may choose to increase one die will be converted in following versions of
by one point instead. this document.

Supernatural Template (new)


Requirement: Resolve 2 or higher,
storyteller permission.
You tap into the supernatural abilities of the
world. When you pick this talent choose
one supernatural template.
Note:.. As per the World of Darkness rules
it's impossible to stack multiple templates.
The storyteller might consider exchanging
one by other (a mystic that is Embraced, for
example), but under no circumstance will
the character keep both abilities. However
as per the Sanctity of Merits rule any
supernatural talent already bought may be
exchanged for ones appropriate.
Novice: You have a number of Power
Points equal to 10 + 2 x Resolve. Power
Points are called differently by each
supernatural
natural template, and have their own
rules. Choose one supernatural template
below.
Mystic: While still human, you are a
Sorcerer or a Psychic, and may buy Psychic
talents. Sorcerers use Intelligence as their
main ability, and Psychics use Wits. In
addition, each mystic has a Crutch through
which they can focus magical energy. The
exact nature of the Crutch differs from
mystic to mystic. It could be an item, long
incantations, a holy symbol, pills, drugs, a
certain sensation like pain or pleasure, or
any other
her thing that you and the Storyteller
decide. You can't use your magical abilities
without a Crutch.
Journeyman: Your our template grants
grant you a
new ability:
Mystic: When suffering a Mishap, you
receive a +2 bonus on your test to resist.
resist
You gain a +1 bonus on your casting tests.
Master: You gain a number of additional
Power Points equal to your current level.
Also your template grant you a new ability.
Mystic: You just suffer a -22 to casting rolls
when you don't have your crutch.

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choose to deal no damage on a hit and
Physical Talents instead cause a target to lose a round.

Mounted Combat Style (unchanged)


(
Armor Training (revised) Requirement: Drive focus.
Note: If using the alternate encumbrance Note: Choose one: Mounts or Motorcycles.
rules, use this revised version.
Novice: You ignore 1 point of encumbrance
penalties. Pilot (unchanged)
Journeyman: Youu ignore 2 points of Requirement: Drive focus.
encumbrance. You ou gain a +1 bonus to your You know how to maneuver a car.
armor rating while wearing armor.
armor Note: When you take this talent, you must
Master: You ignore 3 points of choose one kind of vehicle between
encumbrance penalties. You also gain the Mounts, Land, Air or Water. You can take
benefit of half your armor rating (rounded this talent multiple times, but you must
down) when you take penetrating damage. choose another vehicle each time.
Novice: You can control a vehicle in fast
motion without fear of injury. Lower
Automatics Style (new) penalties for dangerous maneuvers by 2.
Requirement: Firearms focus. Journeyman: You gain a +1 to Driving
You use automatics to deadly effect. tests to perform tricks with a vehicle. You
Novice: You are very good with add 1 Defense to your vehicle.
vehicle
suppressive fire. When using automatic Master: You add 2 Defense
efense to your vehicle
firearms you may use the Automatic Fire while controlling it.. Also, you may re-roll
re a
stunt multiple times, but if you do no failed Drive test, but you must keep the
opponent may be attacked more than once. result of the second roll.
Journeyman: You can perform the
Automatic Fire stunt forr 1 SP instead of the
usual 2. Pinpoint Attack (new)
Master: You are not limited to multiple Requirement: Dexterity 2 or higher.
higher
opponents with the Novice ability. You have a knack at hitting where it hurts.
Novice: Once per round, you can perform a
pinpoint attack and add 1d6 to the damage
Dual Weapon Style (unchanged
unchanged) of a successful attack if your Dexterity is
greater than your opponents.
Martial Arts Style (unchanged
unchanged) Journeyman: You can daze opponents
Requirement: Brawling focus.
focus with sharp blows to vulnerable areas. To
You have attained mastery of your own make a stunning attack,, you must use the
mind and body and fighting technique. aim action and then hit with a melee or a
Novice: When fighting one on one, you ranged attack.. If successful, you inflict no
generate 1 additional stunt point whenever damage but your opponent must make a
you roll doubles and hit your opponent. successful TN 15 Stamina test or become
You also may use Dexterity to unarmed stunned. Stunned opponents can attempt the
attack and damage instead of Strength. test again at the start of their
the turn, and if
Journeyman: You have attained a successful can act normally. Otherwise,
knowledge of yourself that allows you to stunned characters can only take a single
suppress fears. You may always choose to minor action on their turn. While your
make a Stamina test instead of a Resolve or opponent is stunned,, you can use pinpoint
Composure test against fear. attacks against them with no regard for
Master: You may add your Wits to Dexterity. Stunts are possible on your
you initial
unarmed damage. Alternatively, you can attack roll, so you could stun your opponent

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and then use lightning attack for an a corresponding bonus to your damage roll.
immediate pinpoint attack,, for example. You must choose before you roll.
Master: If youve just hit an opponent with Journeyman: Persevering through long
a pinpoint attack,, you can perform a special practice and many bloody encounters has
perforate stunt that you can take for 2 SP to made you a fearsome combatant. When you
make a second pinpoint attack against the inflict damage with an attack, you can add
same opponent; this second attack does not your focus bonus to your damage total if
generate stunt points. you have an applicable focus.
Master: You can make a melee attack vs.
Pole Weapon Style (unchanged
unchanged) an adjacent or a ranged attack vs. a visible
Requirement: Weaponry focus. opponent as a minor action.
action The attack roll
and damage of this quick attack suffer a 2
penalty. This action cannot be combined
Quick Draw (new) with other powers such as pinpoint attack,
Requirement: Dexterity 2 or higher.
higher stunning attack or expert strike.
Pulling the weapon is your first reflex.
reflex
Novice: Once per turn you can draw a light Throw Weapon Style (unchanged
unchanged)
weapon as a free action.
Requirement: Weaponry focus.
Journeyman: You can perform the Seize
the Initiative stunt for 2 SP instead 4.
4
Master: When you have a weapon Toughness (new)
holstered you may add a combat focus to Requirement: Stamina 2 or higher.
higher
your Initiative roll and you may draw it as a You are as tough as a nail.
free action on the first round of combat. Novice: You can take that extra punch. You
gain a number of additional points of
Health equal to your current level. Increase
Single Weapon Style (unchanged
unchanged) your Shock value by 1.
Requirement: Weaponry focus. Journeyman: You wont go down easily.
You can survive 2 additional rounds when
Shooting Style (new) dying. While dying,, you may take one
Requirement: Firearms focus. single minor action every turn, but doing so
You have potent accuracy. reduces the number of remaining rounds
ro by
Novice: When you take the aim action 1.. Increase your Shock value by 1.
1
while using a Bow, or a firearm you gain a Master: You can survive yet another 2
+2 bonus on your attack instead of a +1. rounds when dying. You ou retain the ability
Journeyman: You can reload a bow or to fully act on your turn while dying.
firearm that requires a Minor action with a Performing a minor action reduces your
Free action, or a bow ow or firearm that remaining rounds by 1,, while performing a
requires a Major action with a Minor action. major action reduces them by 2. Increase
Master: You can perform the Lightning your Shock value by an additional 1.
Attack stunt for 2 SP instead of the usual 3
when using a bow or firearm. Two-Hander Style (unchanged
unchanged)
Requirement: Weaponry focus.
Tactical Training (new)
Requirement: Strength 2 or higher.
higher Unarmed Style (unchanged
unchanged)
You have honed your skills. Requirement: Brawl focus.
Novice: You know when to strike with
precision and when to strike with power.
When you make an attack, you can take up Weapon and Shield Style (unchanged)
to a 33 penalty on your attack roll to receive Requirement: Weaponry focus.

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Journeyman: You may access a
Social Talents Comfortable* purchase.
Master: You may access a Rich* purchase.
purchase

Animal Training (unchanged) Resources (new)


Youve got some spare change.
change A lot of it.
Carousing (unchanged) Note: This talent uses the Resource rules.
Requirement: Resolve 2 or higher.
higher See the New Rules section for details.
Novice: Your purchasing power is Modest
Command (unchanged) instead of Meager. +1 to Resource tests.
Requirement: Presence 2 or higher.
higher Journeyman: Your purchasing power is
Comfortable. +1 to Resource tests.
Master: Your purchasing power po is
Contacts (unchanged) Impressive. +1 to Resource tests.
Requirement: Manipulation 2 or higher.
Note: A contact may procure gear for you,
as if its degree was the Resource talent.
Staff (new)
Your have a crew of workers or assistants
that you can command.
Fame (new) Novice: Choose one Focus.
Focus Your staff can
Requirement: Presence 2 or higher.
higher take actions using that focus, achieving
Youve got fame and know how to use it. automatic success with a degree of success
Novice: The Storyteller decides whether of 1. This can add to advanced tests. You
your fame/notoriety is known by NPCs you may change that focuses by spending 1
meet, and what response they will have to month hiring new talents.
your presence. You gain a +1 bonus to Journeyman: You may choose 2 more
interaction tests with those hose who react focuses, for a total of 3.. If needed your staff
favorably, while thosehose opposed to you can make a test using 2 in place of the
suffer -1 to similar tests against you. Attribute.
Journeyman: Once per story, if you can Master: You may choose 2 more focuses,
reach one of your friends in high places, for a total of 5. You also gaing the services
you get an automatic favor. Master: The of a Retainer on whom you can rely.
bonuses from the Novice level become 2.
You also affect one additional person with
Sway the Crowd.
Striking Looks (new)
You are stunning,
tunning, alarming, commanding,
repulsing, threatening, charming, or
Intrigue (unchanged) otherwise worthy of attention.
Requirement: Manipulation 2 or higher. Novice: You leave a great first impression.
You gain + 1 to all social tests when you
Oratory (unchanged) first encounter someone.
Requirement: Expression focus. Journeyman: You can perform the Flirt
stunt for 3 SP instead of the usual 4.
Master: Yourr appearance makes lasting
Organization (new) impressions. Anyone reencountering you
Requirement: Manipulation 2 or higher. who was moved by your appearance is
You can access the vast resources of an automatically affected again without your
organization. needing to retest. Anyone that your
Novice: Once per story you may access a previous interactions gave reason to hate
Modest* purchase. You can't keep the isn't affected. Note that a broken heart isn't
purchase forever and might be done for if enough -people do repeat mistakes.
harm comes to its assets.

16
17
Rules
Ah rules. I have to admit that once I With these rules you can translate
had patience for complex rules and layers most tests and situations directly from the
of details, but these days I don't have it in WoD books to AGE. An Attribute + Skill
me anymore. That's the reason why we test becomes an Attribute + Focus test. An
converted to the AGE system but also the Attribute + Attribute test (like Resolve +
design idea behind these converted rules. Composure) becomes a test of the lowest
I tried to keep to the spirit instead one the two. Use the following guidelines
of the letter of the rules, that's why there's for other tests and pools.
no permanent and temporary willpower, for
example, or why I didn't bother to convert 8-9-10 again
the fine details of all the Conditions. A Situations that remove the 10-again
10
simple mechanic that fits the concept -the rule should give a -22 to the test. 9-again
9
"spend a dot of willpower" concept in the adds +2, and 8-again adds dds +4, a virtual
former case and the "you suffer a setback" success on most cases.
concept on the former- works just fine.
Keep that in mind when using these rules.
Bonuses and Penalties
When converting situations not
Automatic Fire covered by the AGE rules convert bonuses
To represent the essentially and penalties on a 1-11 basis.
different and deadly nature of automatic Conditional modifiers, those caused
firearms, add the following to the list of by situations and not by the action should
possible combat Stunts. give a minus
nus or plus to the test.
Innate modifiers, those that come
Automatic Fire (2 SP): You make a from the nature of the test itself should set
second attack with an automatic firearm the TN using the guidelines in the AGE
against the same enemy or a different one rules.
within range and sight. You must have a The Old World of Darkness had
loaded automatic firearm to make this Difficulty standardized at 6.6 So as a quick
attack.. If you roll doubles on this second and dirty conversion consider Dif 5 as TN
attack
ack roll, you do not get any additional 9, 6 as TN 11, 7 as TN 13, 8 as TN 15, 9 as
stunt points. TN 17 and 10 as TN 19.

Conditions Dots to AGE


nWoD 2nd edition (a.k.a. When converting creatures, abilities
Chronicles of Darkness) makes use of or merits, convert stats on a 1-1
1 basis. Skills
Conditions in place of the old Flaws at 2 or more dots should be a focus, and
system. To simplify the mechanics, skills at 5 should have a second focus.
foc
whenever a condition would give a setback Merits are more complicated, Novice levels
you apply a -22 penalty, and when it would should be equal to 1-22 dots, Journeyman 3-
3
give a bonus you give a +2 bonus. 4 and Master 5 and "strong" 4s. The powers
of supernatural creatures work similar to
Arcanas; the Novice level should be both
Converting Tests the 1 and 2 dot powers, the Journeyman the
th

18
most iconic between 3 or 4 and the Master Injuries heal over time. The
level should be the 5 dot power. recovery process can also be aided by
experienced healers and magic to repair
Multiple Success them faster. In order to be eligible to
Multiple successes of simple tests Recover Injuries a character must have had
are already covered by the Stunt Die. For a full nights rest. This effectively sets the
WoD's extended tests treat them as AGE's healing Threshold of each Injury at one day
advanced tests. The Advanced Tests table per test.
should
hould give you a guideline for the success Recovering from Injuries is an
threshold a given task should have, but as a Advanced Stamina test with a TN of 9 + 2x
quick and dirty rule double the number of the number of injuries the CharacterChara
successes needed in the WoD rules. possesses.. Light injuries have a success
threshold of 10, Serious injuries have a
threshold of 15. You must heal each Injury
Injuries separately, and you can choose to which
The Injuries mechanic is adapted injury each daily test applies to.
from the The Esoterica from Thedas Vol. 1. A Medicine test may be attempted
Whenever the character suffers more in place of the Stamina test instead, by the
damage than his Shock value (1/3 initial character or someone else. You may use
health + Stamina) he also suffers an Injury. supernatural healing in addition to a normal
The attack has struck in just the right way Heal test, effectively providing two healing
so as to produce a debilitating wound.
wound attempts per day. Treat
reat the Casting Roll as
To determine which Injury the a Recover roll for a single Injury suffered
target has suffered, you can either roll on by the target.
the following table and apply the result. A
character can only ever receive one of each
type of Injury, if they roll or pick one they
already have, roll or pick again until they
have received one they dont have.
have

1d6 Injury
1-3 Light injury
1 Broken bone -22 Strenght
2 Concussion -2 Wits
3 Head Trauma -22 Intelligence
4 Nasty scar -2 Presence
5 Painful wound -2 Manipulation
6 Twisted limb -22 Dexterity
4-6 Serious injury
1 Coughing blood 2d6 fatigue
2 Cracked Skull -22 Resolve
3 Deep wound -1d6
1d6 maximum health
hea
4 Gaping wound -22 Stamina
5 Scarred -2 Composure
6 Wrenched limb -22 Attack

Recovering from Injuries

19
Hospitalized but may fall into one of the following
You will notice that there a categories:
character sustaining multiple injuries might -The
The character performs an action
have a TN too high for normal success to be that either violates his personal moral code
possible.. In this instance they are obviously or thatt is considered unacceptable in
in a very bad shape and need total bed rest society.
in order to recover. -The
The character witnesses something
After 5 days of complete Bed Rest traumatic, terrifying, or that rattles his
you receive 5 successes to apply to the understanding of the world.
Success Threshold of any injuries as you -The
The character is the victim of a
see fit. In time this may bring the TNT back supernatural attack, whether physical,
to sane levels, although most hospitals emotional, or mental.
won't release a patient until he is fully When a character experiences a
healed, and this level of injury might raise breaking point, the player rolls a TN 13
suspicion from the authorities. Resolve test with a modifier based on the
characters Integrity rating.
rating The following
Integrity modifiers are also added to the test.

Taken directly from the free God


Machine Rules Update, "Integrity
Integrity measures
Modifier Situation
how well a character can cope with the +1 Protecting himself, acting in
traumatic and supernatural events of his accord to his Virtue
life". We find that this aspect of the +2 Protecting a loved one
character is essential to the mood, so we'll -1 Acting in accord to his Vice,
reproduce some of the text from the free supernatural (non-violent)
(non
God Machine Rules Update. -2 Supernatural (violent), enduring
enduri
Integrity
rity is a new value in your suffering, be it physical or
character sheet. Most characters psychological
start with 7 Integrity and go down from
there. With the Storyteller permission you Failure with a 1 on Stunt Die: The
may buy Integrity when you level up, but characters world view has been damaged,
only after undergoing some kind of perhaps beyond repair. The character
treatment or deeply comforting forting personal
pers suffers from traumatic stress. Lose a point
experience. of Integrity and choose from the following
Your Integrity score gives you a Conditions (or create a new one): Broken,
modifier that is added to Breaking Point Fugue, or Madness.
Rolls,, to resist fear, horror and supernatural Failure: The characters world
abilities and occurrences. view has been shaken and he probably
questions his sense of self, his ability to
relate to people, his own moral worth, or
Integrity Modifier his sanity. Lose a point of Integrity and
8-10 +2 choose one of the following Conditions (or
7-6 +1 create a new one): Guilty, Shaken, or
5-4 0 Spooked.
3-2 -1 Success: The character has come
1 -2 through the breaking point intact. He might
feel guilty or upset about what happened,
Breaking Points but he can cope. Choose one of the
A character stands to lose Integrity following Conditions (or create a new one):
when she experiences a breaking point. Guilty, Shaken, or Spooked.
Breaking points are subjective, obviously,
obviously

20
Success, 5-6 on Stunt Die: The character misanthropic, he might have a skewed
somehow manages not only to survive the view, here; he might hang on to some lofty,
breaking point, but to find meaning in it, to cerebral notion of dishonor or betrayal
reaffirm his own self-worth,
worth, or to pass as the nadir of human behavior.
behavior
through fire and become tempered by it. -What
What has the character forgotten?
The character gains Willpower. In the World of Darkness, its next to
impossible to grow up without any
Determining Breaking
ing Points exposure to the supernatural. Decide what
To create your breaking points, your character saw and forgot. Describe this
during
uring character creation, the player should scene in as much detail as you can. This is a
answer the following five questions. Each breaking point that already occurred, but b it
question provides a breaking point for the helps set a benchmark for what your
character. If, during the character creation character would have to see in order to
process, additional breaking points become experience one now.
apparent to the player, add What is the most traumatic thing
-What
them to thee list. Theres no limit to how that has ever happened to the character?
many breaking points a character can have. No one goes through life with no trauma.
-What
What is the worst thing your The goal here, again, isnt to make a
character has ever done? This doesnt have traumatized character. Its to set a bar.
to be anything dastardly. Whats important
here is to consider something that your Power Points
character did that made him hate himself. "Power Point" is the generic term to
The superlative worst is something that refer to points used to fuel, well, powers.
the character would apply. Supernatural characters have a reserve
What is the worst thing your
-What according to its supernatural template.
character can imagine himself doing? We The Power Point reserve of Mystics
imagine ourselves in various scenarios to works
rks similarly to Magic Points from the
test our own self-image image against
aga a AGE rules, except that it doesn't refresh
hypothetical situation. What can you can automatically. A mystic must meditate,
character reason-ably
ably see himself doing, but drain energy from loci or other mystical
still know that it would be wrong? actions determined by the Storyteller to
-What
What is the worst thing your regain 5 + Resolve power points.
character can imagine someone else Other supernatural templates
t have
doing? Of course, we all know that people extra rules regarding their own power point
are capable of some hideous atrocities. reserves.
What topss your characters list? If your
character is extremely sheltered or

21
legal or not, and many other uninteresting
Resource aspects.. Problem is that sometimes these
As in the WoD rules, there's no uninteresting aspects take a lot of effort,
need to count every penny the character represented in a higher availability cost than
has. As mentioned in the core your the simple price. That way a dull iron knife
Resource talents doesn't represent your that just happens to have been soaked into
lifestyle; it's supposed that that your holy water might be more "expensive" than
character is somehow barely able to a common hunting shotgun...
maintain whatever lifestyle the concept
demands. The talent represents your Buying Contacts
Power, or funds,
unds, the extra money you have You may use Contacts to procure
access, and unless you choose this talent items for you. The favor you gain might be
these funds are of the Meager variety. temporary or permanent access to an item.
Your buying power categories In this case the talent counts as resource for
correspond to modifiers, and when someone access and rolls.
needs to buy something nontrivial, they
have to make a roll to succeed. It doesn't
matter how your character procures his Organization
items. Some items are plainly plain too
You may procure up to two items expensive for normal finances to access.
of your buying power per story, without the These items are marked with an * after their
need for a test. Outside of that, follow these availability. Organizations might have the
guidelines. Big purchases (5+) might count capital necessary to access them, but the
as a level higher. items might be part of its vital assets and
Less Expensive: You may procure as many the character won't be able to keep kee it
of these items as you want, within reason. forever.
More Expensive: You can try to procure Even if you somehow convince the
an item a single category more expensive Storyteller that your Organization talent is
only once per story. Once you decide to your own private and personal super-
procure, your chance in this story is spent, fortune Bruce Wayne style, your
success or failure. You just can't accountants just won't let you destroy it all
realistically afford items two categories hunting for the supernatural...
more expensive; you might even get your
hands on them, but as far as paying for that Target Number andd Value
you might as well give yourself as a serf to If a player needs to procure an item
a loan shark instead... that is not on the list, use the following
More items: After your 2 items limit you table and your common sense to choose an
havee to make a test for every item of your availability range.
level that you want to acquire.
Level TN Price (up to)
Availability Free - $5
The equipment lists don't have Meager 9 $50
prices, but availability. While in some cases Modest 11 $50
$500
it translates directly just from the item
price, in most others it also reflects how Comfortable 13 $5
$5.000
easy is to generally procure said item. Rich 15 $5
$50.000
"Procuring" an item is more than Modest* 15 $50
$500.000
just buying it, it represents finding it if it's a Comfortable* 17 $5
$5.000.000
rare item, haggling, acquiring licenses to Rich* 19 $50
$500.000.000
own it, gaining credit, convincing a dealer,
dealer

22
Vice and Virtue
You decide a Vice and a Virtue for
Willpower
In keeping with the idea of simple
you character, as per the God Machine
rules, the Willpower mechanic is greatly
Rules Update. When a character acts in
simplified. Acting in accordance with your
accordance with his Virtue or Vice during a
vices and virtues, or achieving great
scene, his sense of self is reinforced and his
personal victory, might fill your character
reserves of inner strength are refreshed.
refreshed
with inner strength and confidence.
You gain Willpower whenever one
You either have Willpower at a
of the following happens:
given moment
oment or you don't, and you can't
our characters actions during
A) Your
stack Willpower. Once gained Willpower
a scene reflect his Vice while victimizing
stays until you spend it. While you have
another or putting himself into a setback.
setback
Willpower you receive +1 to Integrity rolls
B) Your
our characters actions during
and to similar rolls (resisting effects,
a scene reflected her Virtue while posing a
madness, fear, etc).
difficulty or risk to your character.
character
You may spend your willpower to
gainn a +2 bonus to a single test. If playing
with Advantage / Disadvantage you gain
Advantage instead.

23
stunts. Because of that users of weapons
Optional Rules with expensive ammo might prefer well-
placed shots (Mighty Blow and Lethal
well

Blow) instead of bursts or double taps


Advantage / Disadvantage (Automatic Fire and Lightning Attack).
In our group we are fond of the Note: The equipment
ment list is made
Advantage/Disadvantage mechanic. Instead with this rule.
of giving a +/-2, 2, conditions give you
Advantage or Disadvantage. You may also Dynamic Encumbrance
use this rule in place of modifiers for the 8-
8 In our group we use a simplified
9-10 rules. encumbrance system basedbase on the Savage
When you have Advantage to a test Armory product. This rule isn't essential for
you roll an extra colored die. After rolling the gameplay, but in our horror games we
the four you remove the lowest one found it that enhances the experience: More
M
(colored or not), and use the highest of the monster-hunting
hunting gear or better defense?
colored ones as your Stunt Die. This system defines Load Limit in
When you have Disadvantage to a significant items rather than in pounds. A
test you do the same, but you remove the significant item is one that weighs roughly
highest one and use the lowest of the 5-14
14 pounds, and you can carry a number of
colored dice as your Stunt Die. such items equal to your Strength without
penalty.
ty. Particularly heavy items may count
Dynamic Ammo and Charges as two or more significant items, while light
We find that in most settings ones may count as half (0,5)
(0,5 item or even
counting units of expendable resources isn't nothing (-).
exactly our vision of fun or interesting, and After this limit you suffer a -1
so we use the following rule on most of our penalty to all Dexterity-based
Dexterity tests and
games, horror or not. calculations,, the equivalent to light armor.
arm
Items counted by units,
units like ammo After double this value you suffer -2, the
but also medical supplies, lockpicks or even same as medium armor. After triple you
units of food or water,, don't have units suffer -3,
3, like heavy armor.
anymore. Instead each unit on your
character sheet is a "charge". A charge is a Fatigue
generic non-specified
specified amount good for Fatigue is adapted from The
some uses. Esoterica from Thedas Vol. 1. Fatigue
Whenever you make a test that can damage is similar to normal damage, but
use said charges and you roll a 1 on the should be noted apart because it heals
Stunt Die you spend a charge. It doesn't differently.
matter if the action was successful or not, at The only way to reduce Fatigue is
the end of the action the charge is spent and through sleep or over time with no
you may erase it from your character sheet. strenuous activity. Healing, magical or
In the case of missile weapons each mundane, cannot remove Fatigue. A
turn of attack represents an ideal number of character
racter removes a number of Fatigue
discharges and maybe
aybe quick reloads instead points equal to their Constitution during a
of a single shot per attack. When you Breather. An unconscious character will
finally spend a charge your weapon is not only heal fatigue after a long rest.
loaded anymore, and you must spend the Characters suffer Fatigue from
appropriate action to reload it. That is continual exertion. An example might be a
finding new clips, switching quivers, etc. forced march to reach a destination
de more
Any attack has a chance tot spend a quickly. Obviously a forced march through
unit of ammo, even ones gained from snow will be more fatiguing than a forced

24
march through green fields. Storytellers can we find replaces well the spirit behind the
also use Fatigue damage to represent the dynamics of WoD's wound levels.
levels
inclement weather, thirst, famine or even Your Shock value is equal to 1/3
disease that is present in mayy works of the your starting Health + you Stamina value.
horror genre. Whenever you suffer more damage from a
single attack than this value your character
Shock is stunned for 1d3 rounds. During this time
Shock is an optional mechanic he can't take Major actions and his move is
lifted from the Eternal Darkness rules that halved.

25
26
Equipment
Starting Gear
You start the chronicle with 4 items of your Resource level. You may trade 2 items for a single
item of one resource level higher. You may also trade 1 item for 5 items of lower levels. You
may also have as many Free items as you want, within reason.

Weapons
The information on following
ollowing table are just generic, basic information. A lot of different
weapons may be represented by the same statistics. Your one-handed
one handed medieval melee weapon
may be a medieval sword, or maybe a machete or fire axe for example.

Dexterity Melee Weapons


Dueling
Name Damage Availability Carry STR Abilities
Agile Melee Weapon 1d6+3 Confortable 1 1
Short Melee Weapon 1d6+2 Modest 0,5 1 Light
Whip 1d6 Meager 0,5 0 Light
Spear
Name Damage Availability Carry STR Abilities
Spear, Heavy 2d6 Modest 2 2 Two Handed
Spear, Light 1d6+3 Meager 0,5 1 Versatile
Staff 1d6+1 Free 1 1 Versatile
Throwing
Name Damage Availability Carry STR Abilities
Dagger 1d6 Meager 0,5 0 5/20, Light
Dart 1d6+2 Free 0,5 1 5/20
Net - Free 0,5 0 5/20

Strength Melee Weapons


Shield
Name Damage Availability Carry STR Abilities
Shield, Light 1d6 Meager 1 1 +1 DEF
Shield, Medium 1d6+1 Modest 1 2 +2 DEF
Shield, Heavy 1d6+2 Modest 2 3 +3 DEF
Martial
Name Damage Availability Carry STR Abilities
Polearm 2d6+
2d6+2 Modest 1 4 Two Handed
One Handed Martial 2d6 Meager 1 3 Versatile
Two Handed Martial 3d6 Confortable 2 4 Two Handed
Unarmed
Name Damage Availability Carry STR Abilities
Unarmed 1d33 - - 0
Improvised Weapon 1d6--1 Free - 0 Versatile
Club 1d6 Free 0,5 0 Light

27
Ranged Weapons
Archaic
Name Damage Availability Carry STR Abilities
Bow, Short 1d6+1 Modest 1 1 20/80, Two Handed,
Handed Minor
Bow, Long 1d6+
1d6+2 Modest 1 3 40/160, Two Handed,
Handed Minor
Crossbow 2d6+1 Meager 1 2 30/120, Two Handed
Automatic Firearms
Name Damage Availability Carry STR Abilities
Assault Rifle 2d6+2
+2 Confortable 2 2 40/160, Two Handed
Light Machinegun 3d6 Impressive 2 3 30/120, Two Handed
Submachinegun 2d6 Modest 1 2 20/80
Heavy Weapons
Name Damage Availability Carry STR Abilities
Gatling 3d6 Impressive 6 4 40/160, Two Handed
Grenade Launcher 3d6 Confortable 1 2 40/160, Two Handed,
Handed Explosive
Missile Launcher 4d6 Impressive 2 3 50/200, Two Handed,
Handed Explosive
Semi Automatics
Name Damage Availability Carry STR Abilities
Shotgun 3d6/1d6 Confortable 2 2 10/40
Rifle 3d6 Confortable 1 1 50/200, Two Handed
Pistol 1d6+2 Modest 1 0 20/80, Light

Ammo
Assault Rifle / Rifle Modest 0,5
Bow / Crossbow Meager 0,5
Gatling Confortable 0,5
Grenade Modest 0,5
Light Machinegun Confortable 0,5
Missile Launcher Confortable 0,5
Pistol / Submachinegun Meager 0,5
Shotgun Meager 0,5

Explosive: Affects opponents in 10m diameter explosion. Each charge of ammo is good for
only one attack. Hand grenaades use the same stats as the Grenade Launcher, but with a 5/20
range.
Light: May be easily hidden and used in tight spaces.
Missile Launcher: Some models can lock on a vehicle. If so you don't roll attack, but defender
rolls Driving TN 15.
Reload: Most ranged weapons are reloaded with a major action. Bows are the exception, with
only a minor action.
Shotgun: The first damage is cause at short range, and the second at long.
Two-Handed: You need both hands to use this weapon. It can't be sheathed and has to be
carried.
Versatile: May be used with one or both hands. Deals +1 damage with both hands.

28
Armor
Most people don't wear armor around, and doing so attracts a lot of attention. However the
World of Darkness is full of ancient creatures that still might cling to their archaic protection.

Name Armor Availability Carry Abilities


Partial* -1 -1 -1 Torso only
Light
Sturdy Clothes 1 Modest 1 Subtle
Leather Armor 2 Meager 2
Ballistic Armor 3 Confortable 0,5 Subtle
Medium
Chainmail 4 Modest 2 Subtle
Light Plate 5 Confortable 3 Closed helmet, obvious,
obvious rigid
Light Tactical Armor 6 Confortable 1
Heavy
Exotic Archaic 7 Modest 4 Obvious, rigid
Plate Armor 8 Confortable 4 Closed helmet, obvious, rigid
Heavy Tactical Armor 9 Impressive 2 Obvious, rigid

Closed Helmet: -22 to hearing, seeing and smelling test.


Obvious: Impossible to conceal, even under the heaviest clothing. Will attract attention.
Rigid: -22 on tests requiring full movement, like acrobatics, climbing, swimming, etc.
Subtle: +2 to conceal armor under
und clothing.

29
Gear
Item Availability Carry
Adhesive tape Free -
Alchemy, Journeyman Confortable -
Alchemy, Master Impressive -
Alchemy, Novice Modest -
Battering ram, police Modest 2
Bell Meager -
Binoculars (x6) Modest 0,5
Binoculars, Military (x10) Confortable 0,5
Binoculars, Thermal (x10) Impressive 0,5
Blanket Meager 0,5
Book, blank Meager 0,5
Book, useful topic Modest 0,5
Briefcase Meager+ 0,5
Camera, digital Modest -
Camera, professional Confortable -
Camera, traditional Meager -
Camera, TV Impressive 1
Camera, video Modest 0,5
Compass Modest -
Crowbar Meager 0,5
Directional mic (x8) Confortable -
Diving gear Confortable 3
Eyewear, glasses Modest -
Eyewear, military googles Confortable 0,5
Eyewear, night vision googles Modest 0,5
Fire extinguisher Modest 2
Fire extinguisher,, portable Meager 1
Flag Confortable 1
Flare, chemical (12h) Meager -
Flare, pistol Meager 0,5
Flare, rescue laser (15km) Modest -
Flare, road (30min) Free -
Flashlight, Big Modest 0,5
Flashlight, Normal Free 0,5
Flashlight, Small Meager -
Flask Meager 0,5
Game, normal Meager -
Game, rigged Modest -
Gas mask Modest -
Geiger counter Modest -
Hammock Modest 0,5
Handcuffs Meager 0,5
Handheld Mirror Free -
Headset Meager -
Headset, Invisible Modest -
Headset, Tactical Modest -
Holy symbol Free -
HUD Impressive -
Kit, Basic survival Modest 1
Kit, Beauty Meager 0,5

30
Kit, Electronic thief Confortable 0,5
Kit, First aid Confortable -
Kit, Kitchen Meager 1
Kit, Skill Meager 0,5
Kit, Skill mini Modest -
Kit, Thief Modest 0,5
Knife, swiss army Meager -
Life preserver Modest 0,5
Lighter Meager -
Lighter, Zippo Modest -
Magnifying glasses Confortable -
Notebook Modest 0,5
Paranormal counter gizmo Confortable 0,5
Parasol Modest -
PC Confortable 1
PDA Meager -
PDA, high tech Modest -
Pen Free -
Pen, space Meager -
Phone bug Modest -
Phone, cellphone Modest -
Phone, data package (month) Modest -
Phone, satellite Confortable 0,5
Phone, satellite video conference Impressive 1
Portable coffe maker Meager 0,5
Printer Modest 1
Printer, high quality Impressive 4
Prosthetic limb Modest 0,5
Radio, militar (10km) Modest -
Radio, pocket (4 km) Meager -
Rope, archaic Meager 1
Rope, modern Modest 0,5
Scanner Meager 0,5
Scanner, hand Modest -
Scientific calculator Meager -
Signal whistle Meager -
Sleeping bag Meager 0,5
String (15 m) Free -
Telescope Confortable 0,5
Tent, 2 people Modest 0,5
Tent, 4 people Modest 1
Tent, personal Modest 0,5
Thermal bottle Meager -
Thermometer Confortable -
Tool (hammer, saw, etc) Modest 0,5
Torch Free -
Towel Meager -
Trap, hunting Modest 2
Trap, laser Impressive 2
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31
EEvveerryyoonnee hhaass hhaadd tthhee sseennssee aatt lleeaasstt oonnccee iinn tthheeiirr lliivveess tthhaatt tthhiinnggss aarree nnoott rriigghhtt
wwiitthh tthhee w woorrlldd,, tthhaatt nnoott eevveerry rytthhiinngg iiss aatt iitt sseeeem
mss.. WWee ssoom meettiimmeess ffeeeelel tthhaatt ssiinniisstteerr ttrruutthhss
hhiiddee bbeehhiinndd aa ffaaaaddee ooff nnoorrm maalliittyy,, vveeiilleedd ppaarrttiiaallllyy bbyy tthhee rraattiioonnaall,, oorrddeerrllyy nnaattuurraall
llaaw wss ttaauugghhtt ttoo uuss bbyy sscciieennccee..
WWeerree ttoolldd tthhaatt m meeddiieevvaall bbeelliieeffss iinn m moonnsstteerrss aanndd m maaggiicc w weer
eree m meerreellyy pprriim miittiivvee
ssuuppeerrssttiittiioonnss.. WWeerree ttoooo w wiisse
se ffoorr tthhaatt ssoorrtt ooff ffoooolliisshhnneessss tthheessee ddaayyss.. O Orr ssoo w wee aassssuurree
oouurr--sseellvveess.. BBuutt aatt nniigghhtt,, w whheenn tthhee sshhaaddoow wss ggrroow w lloonngg aanndd tthhee w wiinndd w whhiissttlleess tthhrroouugghh
tthhee ttrreeeess,, w wee sshhuuddddeerr aanndd rreem meem mbbeerr oollddeerr ttrruutthhss,, tthhee ttrruutthhss ooff oouurr aanncceessttoorrss,, w whhoo
wweerree rriigghhtt ttoo ffeeaarr tthhee ddaarrkk..
WWee kknnoow w ddeeeepp ddoow wnn tthhaatt tthhee w woorrlldd iiss aa ffaarr m moorree tteerrrriiffyyiinngg ppllaaccee tthhaann w wee aalllloow w
oouurr rraattiioonnaall m miinnddss ttoo aacckknnoow wlleeddggee.. T Too aacccceepptt tthhiiss ssuubbccoonnsscciioouus us ttrruutthh iiss ttoo iinnvviittee
mmaaddnneessss,, ttoo ssuuccccuum mbb ttoo tthhee rraaw w cchhaaooss tthhaatt lluurrkkss aatt tthhee eeddggeess ooff oouurr ppeerrcceeppttiioonn..
BBeesstt ttoo sshhuutt oouurr eeyyeess,, pprreetteenndd iittss nnoott tthheerree.. IIff wwee ddoonntt sseeee iitt,, iitt m
miigghhtt nnoott sseeee uuss..
PPrreetteennddiinngg ssoom meetthhiinngg iiss nnoott tthheerree,, hhoow weevveerr,, ddooeess nnoott m maakkee iitt ggoo aaw waayy.. IItt oonnllyy
hheellppss iitt ttoo hhiiddee bbeetttteerr -- aanndd pprreeddaattoorrss lliikkee ttoo hhiiddee ffrroom m tthheeiirr pprreeyy,, lleesstt iitt bbee ssccaarreedd
aaw waayy..
AAw woorrlldd w whheerree ssuucchh pprreeddaattoorrss ttrruullyy eexxiisstteedd iiss aa ccoonnssppiirraaccyy tthheeoorriissttss w woorrsstt
nniigghhttm maarree.. IInn ssuucchh aa rreeaalliittyy,, uunnsseeeenn bbeeiinnggss hhaattcchh iinnccooggnniittoo pplloottss aaggaaiinnsstt uuss,, ppuulllliinngg oouurr
ssttrriinnggss lliikkee ppuuppppeetteeeerrss lloooom miinngg aabboovvee uuss,, hhiiddddeenn iinn tthhee ddaarrkknneessss bbeeyyoonndd tthhee ssttaaggee
lliigghhttss.. OOuurr oonnllyy pprrootteeccttiioonn iiss oouurr iiggnnoorraannccee,, tthhee oobblliivviioouussnneessss tthhaatt aalllloow wss uuss ttoo kkeeeepp
ggooiinngg ddaayy bbyy ddaayy,, bbuuiillddiinngg ttoow waarrdd ssoom meetthhiinngg m meeaanniinnggffuull aa ccaarreeeerr,, aa hhoom mee,, aa
ffaam miillyy.. AAlllleeggaattiioonnss aabboouutt sseeccrreett m maasstteerrss oorr ccrreeaattuurreess lluurrkkiinngg iinn tthhee nniigghhtt ssiim mppllyy llaacckk
eevviiddeennccee.. IIff tthheessee tthhiinnggss aarree rreeaall,, w whhyy ddoonntt w wee sseeee tthheem m oonn tthhee eevveenniinngg nneew wss?? E Evveenn
IInntteerrnneett ssiitteess ddeeddiiccaatteedd ttoo eexxppoossiinngg uunnkknnoow wnn ffoorrcceess iinn oouurr lliivveess ccaanntt pprroodduuccee aa ssiinnggllee,,
vveerriiffiiaabbllee ppiiccttuurree.. IIttss hhaarrdd tto
to bbeelliieevvee iinn ssoom meetthhiinngg w wee ccaanntt sseeee..
MMaayybbee tthheeyy w waanntt iitt tthhaatt w
waayy..

W
Weellccoom
mee ttoo tthhee W
Woorrlldd ooff D
Daarrkknneessss..

A
A ccooppyy ooff bbootthh tthhee FFaannttaassyy
A
Aggee B Baassiicc RRuulleess aanndd tthhee
CChhrroonniicclleess ooff D
Daarrkknneessss ccoorree
rruulleebbooookk aarree nneeeeddeedd ttoo ppllaayy..

N
32
Noott ffoorr ssaallee oorr rreessaallee..

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