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Combate

Brawl+Dextery
Meele+Dextery
Atlhetics+Dextery
Archery+Dextery

Determina-se a pilha de dados. A dificuldade é o dodge + destreza, mas nunca maior que 8
O dano é feito, e em seguida quem recebeu o golpe tenta absorver o dano, com STAMINA + o
SOAK da armadura que usar, contra dificuldade 7. Cada Sucesso evita que o personagem tome
dano, mas o dano vai ser descontado da vitalidade da armadura, que com o tempo pode se
quebrar. Armaduras normalmente tem em vitalidade o dobro a soma dos soaks B+L x2. Após
se quebrarem, elas não contemplam mais absorção/soak. Dano agravado nunca vai ser
absorvido por armaduras.

Todo personagem tem uma vitalidade igual ao dobro de sua stamina. Esse é o dano que o
personagem aguenta antes de começar a descontar a saúde.
]
Regras extras

Ambidextrous (1pt. Merit)


You have a high degree of off-hand dexterity, and you can perform tasks with the "wrong"
hand at no penalty. You must use the rules for taking multiple actions, but you do not suffer a
difficulty penalty if, say, you use two weapons or are forced to use your off hand.

Biscine (1pt. Merit)


You are unusually comfortable underwater and vastly prefer swimming to walking. You receive
a -1 difficulty to all Physical dice pools related to underwater movement. This Merit is a
particularly common among canal or harbor-dwelling broods of Nosferatu and the occasional
aquatic Gangrel.

Corpo de Guerreiro (3 ponts de merit)


Vc adiciona sua força à sua vitalidade. Você pode usar um willpower para recuperar um de
vitalidade, depois de descansar por 10 minutos

Hale (2pt. Merit) - Inquisitor Only


God has granted you a strong constitution, so you may better serve his cause. You
are rarely in less than robust health and take ill infrequently. Subtract two from all
difficulties to resist disease, whether natural or supernatural in nature.

Huge Size (4pt. Merit)


You are abnormally large in size, at least six-foot-ten and 300 pounds in weight.
Aside from making you extremely noticeable in public, this extra mass bestows an
additional Bruised health level. Characters with this Merit may also gain bonuses to
push objects, open barred doors, avoid being knocked down and so on.

Long Fingers (1pt. Merit)


Your fingers are hideously long and spidery, perhaps with extra joints, or rubbery
like the tentacles of a squid. You gain one extra die on all rolls involving fine
coordination or grappling.

Pain Resistant (2pt. Merit) - Inquisitor Only


The disciplines of faith, self-denial and mortification have granted you an unusual
resistance to pain. Let Satan's spawn do their worst: The flesh matters not. All
wound penalties are reduced by one (so at the Wounded health level your character
loses one die, not two).

Supple Joints (1 or 3pt. Merit)


You are unusually lithe. For one point, you reduce the difficulty of all Dexterity rolls
involving body flexibility by two (such as escaping restraints or contorting through
tight spaces). For three points, you can bend most joints backward, dislocate others
at will and perform feats of contortion impossible for a human body (such as
turning your head to look straight back). You can escape most restraints and slither
through small spaces automatically, although the Storyteller may require a roll for
extreme feats.

Ability Aptitude (1pt. Merit)


You are particularly gifted with one Ability. Perhaps you are a poet of great renown
or a master fleshcrafter. Within your specific Aptitude, reduce all difficulties by 2.
Characters may purchase this Merit more than once, but Storytellers should feel
free to veto any Ability selections that seem too powerful or
unbalanced, especially for combat Abilities.
Artful Visionary (2pt. Merit)
You are a consummate artist at heart. You reduce the difficulty of any roll to create
something new by 1. This can be actual Expression or Crafts rolls, or even the
development of a new tactic or torture method… Conversely, you add +1 to the
difficulty of any repetitive or menial task. You are ill suited to such labor - surely
everyone should see that you are more important than mere drudgery.

Celestial Attunement (1pt. Merit)


You have an innate link to the passage of time and the movement of celestial
bodies. You can estimate the time until sunrise or sunset within a minute or two,
and you can follow the phases of the moon in your head. Those with some training
in astrology and this Merit can even foretell certain astrological conjunctions
without access to charts. You can accomplish any of these feats with only a
minimum of concentration.

Common Sense (1pt. Merit)


You have a significant amount of practical, everyday wisdom. Whenever the
charatcer is about to act in a way contrary to a common sense, the Storyteller can
make suggestions or warnings about the implications of said action. This is a very
useful Merit to give to beginning players who are unfamiliar with theg ame.

Concentration (1pt. Merit)


You have the ability to focus your mind and shut out any distractions or
annoyances. Characters with this Merit are unaffected by any penalties stemming
from distracting circumstances (e.g. loud noises, hanging upside down).

Eidetic Memory (2pt. Merit)


You remember what you see and hear with perfect detail. Documents, events and
conversations, can be committed to memory with only minor concentration. Under
stressful conditions involving numerous distractions, you must make a Perception +
Alertness roll (difficulty 6) to summon enough concentration to absorb what your
senses detected.

Iron Will (5pt. Merit)


Your mind is as a castle, daring intruders with towers of ego and walls of raw will.
Any attempt to affect you with Dominate or otherwise magically tamper with your
mind adds 2 to the usual difficulty. Characters must have a Willpower of 8+ to
purchase or retain the benefits of this Merit.

Light Sleeper (2pt. Merit)


You can awaken instantly at any sign of trouble or danger, and you can do so
without any sleepiness or hesitation. You may ignore rules regarding how Road
rating restricts the number of dice available during the day.

Lion-Hearted (1pt. Merit)


In a moment of great crisis, you may call upon your honor and nobility to fortify
your resolve. Once per story, you may spend a point of Willpower to substitute your
Road rating for both your Self Control/Conviction and Courage for the scene.
Characters who ascribe to roads that do not venerate heroism and valor may not
purchase or retain this Merit, particularly those on the Road of Sin (although
followers of the Via Adversarius may possess this Merit; see the Road of Sin for
more information).

Meticulous Planner (2pt. Merit)


You are inhumanly through in your preparations, weighing contingencies and every
course of action with cold, calculating precision. You may substitute Intelligence for
Wits in any situation where your dedication may prevent you from being caught
flat-footed or unprepared, and the Storyteller should occasionally give you advice
as per the Common Sense merit.

Obsessive Savant (2pt. Merit)


You have a particular fixation that drives your existence, be it as esoteric as death
or vampirism or as mundane as the tactics of chess. You must have one Specialty
for an Ability (usually a Knowledge, though sometimes a Skill) that forms the core
of your obsession. For rolls involving this specialty, you reduce the difficulty by
three in addition to receiving the usual bonus die (minimum difficulty of 3). Your
intensity discomforts those who do not share your obsession, adding +1 to the
difficulty of most Social rolls with people who observe you indulging your hobby.
Storyellers should feel free to veto any Obsessions that seem too powerful for their
games.

Well-Educated (3pt. Merit)


Either through monastic training or determined royal tutors, you are one of the
lucky few to receive superlative tutelage in classics, natural sciences and theology…
Whenever you attempt a task involving a Knowledge you do not possess, your
player may still roll at +1 difficulty as if the required Ability was a Skill. Characters
must have at least three dots of Academics to purchase this Merit.

Uncanny Logic (2pt. Merit) - Inquisitor Only


All inquisitors have to be able to separate truth from falsehood and right from
wrong. You, however, have an uncanny reasoning ability that allows you to take
apparently innocuous facts and ruthlessly reduce their true meaning. There is
nothing supernatural in this: God has merely granted you an ordered an
uncluttered mind that can work through trains of thought more fully than others
can manage. All difficulties on rolls involving deduction decrease by two.

Alternate Identity (1 to 5pt. Merit)


You have established a false persona that stands up to scrutiny and investigation.
The quality and detail of this face depends on the number of points invested in the
Merit. For one point, your identity is new or intended for casual use only. At two
points, it takes determined effort to reveal your ruse. For three points, your false
name is known in several cities. At four points, your identity is widely known and
respected. For five points, you can even deceive the most paranoid elders. Although
the difficulty of any Investigation to determien your true identity equals your
Alternate Identity rating +5, it is up to you to actively maintain your persona.
Characters with more than one false face must purchase this Merit multiple times.

Crusader (1pt. Merit)


You once donned the crusader's cross and successfully returned from the Holy
Land, having done your duty to God, and those around you know it. You may well
have joined the forces of Richard the Lion-Hearted and Philip Augustus in the Third
Crusade, those of Andrew of Hungary in the Fifth, or those of Emperor Frederick in
the Sixth. This accomplishment gives you special standing and repute among those
knights, lords and ladies who never made the journey to Outremer. Jongleurs may
request that you share stories that they may turn into fanciful tales, and others
may ask your opinion about events in the Latin Kingdoms or Iberia.

Initiate (3pt. Merit or Flaw) - Inquisitor Only


You have agreed to take on a young inquisitor as your student. He does not have
any Blessings yet, but he is showing a fine aptitude for the business of inquisition
and a firm resolution in the face of the enemy. This is a heavy burden, though, for
you are responsible for this child's soul as well as his life. If Initiate is taken as a
Merit, the student is intelligent, faithful, and diligent in his studies and prayer. He
will fight for you only in the most extreme circumstances, but willingly does
research or runs errands for you when called upon to do so. He may well yet be
blessed by the Lord (the Storyteller decides when this happens - if it does - based
on how much time you spend training him and the experience he has). If taken as
a Flaw, the Initiate is a problem who hinders your work. He is incompetent, lazy,
petuland and he lacks dedication to his faith. Your superiors are reluctant to let him
leave your service, for he already knows too much about the shadow Inquisition, so
you have to do your best to whip him into some useful shape. However, he can be
a danger and a liability to the safety of your chapter. In either case, the Initiate
requires training and spiritual guidance. The Storyteller should take care to ensure
that the character is not reaping the benefits of the Initiate without giving the
appropriate teaching.

Master of Protocol (1pt. Merit)


Your sire or another mentor has laboriously tutored you in most forms of etiquette,
even customs outside your own culture and time. You likely know the proper
greeting for a Roman senator or the appropriate bow for a caliph as easily as the
titles of address within your own kingdom. As such, you may learn as many
Etiquette specialties as your Intelligence + Etiquette, and you receive a –1 difficulty
to any Etiquette roll involving those specialties.

Network (1 to 5pt. Merit)


You have an impressive web of contacts and agents that extends beyond a single
city. Better still, they serve you skillfully and subtly beneath the notice of the High
Clans, making you far more formidable than you appear. Your Network reaches one
extra city per point invested in this Merit. Upon arriving anywhere in the bounds of
your Network, you gain access to your full rating in Allies, Contacts, Herd and
Retainers at the rate of one dot per night (although obviously any Retainers thus
gained are not initially ghouls, whether or not the Retainers in your home city are).
You may also communicate with agents in other cities via correspondence, although
they can only serve the role of Contacts. This Merit is most common among
Followers of Set and Nosferatu.

Religious Heritage (1pt. Merit or Flaw) - Inquisitor Only


When taken as a merit, Religious Heritage indicates your family has a history of
dedicated service in the Church, with many of your relatives gaining prominant
positions through the years. That reputation works to your benefit as well. If taken
as a Flaw, however, your family has a dark reputation as heretics, demon thralls or
pagans, a problem that taints your name. You receive a -2 to Social difficulties
when interacting with members of the Church or anyone else who would be
impressed by your lineage (if Religious Heritage is a Merit), or a +2 difficulty on
such rolls (if a Flaw). House Murnau characters may not take this Trait.

Scarred (1pt. Merit)


Whether a result of battle wounds or religious practices, your body is heavily
adorned with scars. These scars do not interfere with your movement or sensation,
nor are they ugly enough to reduce your Appearance. However, anyone who
beholds you recognizes you as someone intimately familiar with pain and violence.
You reduce the difficulties of all Intimidation rolls by two. As a rule, town drunks
are less inclined to quarrel with you and most individuals will assume you know how
to fight (whether or not you actually do). This Merit can also reflect branding,
tattooing or other rarer markings at Storyteller discretion.

Secrets (1 to 5pt. Merit)


You know something important — probably something you shouldn’t know. You
may use this secret for blackmail or simply file it away for use in some future night.
The rating of this Merit determines the importance and detail of this secret. A one-
point Secret may be the confirmed existence of a spy from a rival vampire court
(without knowing the spy’s identity). Five points means you know the spy is none
other than the prince himself, or rather, a fleshcrafted doppelganger created by the
Tzimisce to destabilize the court in preparation for their invasion. The player should
work with the Storyteller to determine the secret, or simply trust the Storyteller to
select a secret appropriate to the story. As always, the Storyteller should feel free
to disallow secrets that are not appropriate to his games. Note that this Merit can
also reflect clan Secrets, such as the resting place of a torpid elder or a particular
koldunic ritual known to a select bloodline.

http://darkagesvampire.wikidot.com/flaws

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