Damage Types
Superficial
Supernaturals take half damage rounded up.
Mortals: At the beginning of each session, Mortal removes superficial damage equal to
Stamina.
Kindred: costs 1 Rouse Check + Blood Potency per box to heal.
Garou: costs 1 Rage Check per box, 2 boxes in Crinos form.
(Homebrew)
Ghouls: same as Mortals but can heal like a Kindred costing 1 rouse check + blood potency.
Wraiths: All mundane physical damage received is Superficial and reduced to 1 healing it
passively each turn.
Mages: same as Mortals but can roll Arete and per each margin +0 get a box restored.
But they need 2 dots in Life Sphere each dot in Life after that restores an additional box of HP
per margin.
Zombies: All mundane physical damage received is Superficial and reduced to 1 but cannot
heal.
Lethal
Full Superficial Damage that heals at a slower rate.
Triggered by hitting weak spots like Heart & Head on Vampires or Vital Organs on Werewolves.
Can be converted to superficial with body armor.
Any power or ability that deals “Full-Superficial Damage” is considered Lethal.
(Optional) Sharp Weapons deal Lethal Damage to supernatural creatures but not Bullets.
If you want to ignore the rule you can call Mundane sources of Agg, Lethal instead.
Mortals: Lethal is Aggravated Damage.
This applies to any supernatural with Mortal Frailty (Mages, Homid, Ghouls, Thinbloods w/ Flaw
etc.)
Kindred: costs 2 Rouse Checks + Blood Potency per box to heal.
Garou: costs 1 Rage Check per box.
(Homebrew)
Ghouls: same as Mortals but can heal like a Kindred costing 2 rouse checks.
Wraiths: All mundane physical damage received is Superficial and reduced to 1.
Mages: same as Mortals but can roll Arete and per each margin +0 get a box restored. But
they need 2 dots in the Life Sphere.
Zombies: All mundane physical damage received is Superficial and reduced to 1 but cannot
heal.
Aggravated
Dealt under specific circumstances usually by exploiting a creature's main weakness the
damage takes an extended amount of time to heal on its own, if at all.
Fire for Vampires, Silver for Werewolves, Bullets for Mortals.
Mortals: Lethal is Aggravated Damage.
Can be converted to Superficial with a Medicine Roll each margin converting a point of
aggravated to superficial.
Kindred: costs 3 rouse checks per box.
Garou: costs 2 rage checks per box.
(Homebrew)
Ghouls: costs 3 rouse checks per box + impairment incurring a -2 dice penalty.
Wraiths: Stamina converts points of Aggravated into Superficial.
Zombies: Stamina converts points of Aggravated into Superficial but cannot heal.
Mages: Like Mortals it can’t be healed, need to roll Arete + Impairment penalty per box.
Ranged Weapons
Attack Roll
Composure + Firearms is used for less experienced fighters and long-range shooters who
want to pace their shots.
Dexterity + Firearms used for trained combatants who can hold themselves together under fire
and those quick on the draw.
H5: Martial Creed
V5: Brujah
W5: Ahroun
Strength + Firearms used when making full auto / burst attacks with firearms in an attempt to
fight the recoil.
Range
Movement
Most encounters are Theatre Of The Mind but in the rare instances battle-maps are used it
helps to have a reference.
Movement is free, except for Jog, Run, Dash along with any action that requires additional
effort like Climbing & Jumping.
Metres
- Crawl: Dexterity
- Walk: 2m + Dexterity
- Jog: 12m + Dexterity
- Run: 20m + (3 x Dexterity)
Feet (DnD Style)
- Max movement distance is 30 foot + Dexterity
- Dash double movement distance, but costs an action
- Reduced divide movement by half + Dexterity, done when moving is difficult or slow
such as Crawling, Rough Terrain, Walking on a Crutch, Suppressed by gunfire etc.
Ranged Weapons
Unlike Movement, ranged weapons have no measurements and range is binary.
Melee when you're locked in close-combat and can’t use your ranged weapons effectively
incurring a -2 dice penalty.
“If a character is close enough to hit you with their fists it’s melee range”
Standard Range just means normal engagement range.
“If a character is in the map or scene they’re within normal range”
Long Range out of range for most guns will need a rifle or scoped weapon to engage without
issue.
If not incur a -2 dice penalty and +1 increased Diff out of combat.
“If a character is at the edge of the map or in a much higher elevation they are at long range”
Extreme Range these enemies are so far away they can’t be engaged under normal
circumstances.
Weapons with advanced targeting systems or artillery pieces can fire at this range.
“If a character is off-map, such as being a speck on the horizon they are at extreme range”
Attachments
Suppressors when attached to a firearm don’t get revealed when firing from stealth.
Scope ignores the penalty for called shots, when fired normally get +1 dice to hit.
Foregrip adds +1 dice to firing in Burst & Full Auto.
Duel Magazine / Speedloader the first reload of that magazine is always free. So every second
reload still needs an action.
Speedloaders make Shotgun & Revolver reloads faster only needing an action to reload but can
no longer do partial reloads.
Collapsible Stock has two modes which can be switched between with an action: extended &
collapsed.
- Extended use the gun as normal and can engage targets at Long Range without issue.
- Collapsed the weapon can be fired in Melee without issue but when engaging targets at
Long Range incurs additional -2 to dice pool when attacking.
Bullpup weapons have the benefits of both Extended & Collapsed but are rare.
- take longer to reload needing 1 turn for an empty reload and 1 action for an Active
Reload.
Bayonet Lug, place for a knife, stake or any sharp object attached to the bottom of the long-
guns barrel with a bayonet equipped the user can roll their Firearms skill when making a melee
attack but only deals +0 to +2 damage depending on material.
Firemodes
Both Barrels: can be fired normally or with both barrels emptying the magazine tube, but the
user can double their Firearms pool during that attack.
Double Tap: +2 dice when firing semi-auto pistols using 2 rounds.
Semi Auto: standard attack that fires 1 bullet at a time.
Burst-Fire: +2 dice when firing. Fires off 3 rounds.
Full Auto: +4 dice when firing. Fires off 8 rounds.
Suppressing Fire
When attacking the player may choose to suppress the enemy to do this they must fire at the
target in Full-Auto.
The target may ignore the test and take the damage or pass an opposed Composure +
Resolve test or be forced into cover being unable to move on their turn.
Ammo Types
Ammo / Damage Types are the same as in base rules with some exceptions, all will be listed
below for player convenience. Availability of these special ammo types depend on the weapon
in question.
Rifle / Pistol Calibers
Full Metal Jacket is a standard round that ignores 2 AV per attack.
- Burst-Fire ignores 4 AV per attack.
- Full-Auto ignores 8 AV per attack.
Armor Piercing reduces the target's Armor Value equal to the damage received.
Hollow Point increases damage dealt by +1 but is negated if the target is wearing Ballistic
Body Armor. Doesn’t apply to natural or non-ballistic armor.
Subsonic makes shots from suppressors quieter giving +2 dice when firing from Stealth and
making Called Shots from Stealth. But bullets are slower giving the enemy +1 dice to evade.
Tracer provides a +1 dice to attack pool with firearms to the user and their allies against the
same target each turn. Counts as standard Incendiary Ammo.
Less-Than-Lethal ammo is non-lethal dealing superficial damage to targets that would normally
be lethal.
Deal “Non-Lethal Damage” (full superficial damage) that rules wise is considered Lethal taking
longer to heal but does non-lethal bludgeoning damage.
Shotgun
Flechette deals +2 damage a shot but can engage at a longer distance and cause an enemy to
bleed, dealing +1 superficial damage a turn lasting for the rest of a scene if not healed.
Buckshot are normal shotgun shells dealing +3 damage per shot and +4 at close-range.
Slug shotguns now have the range of a rifle but damage becomes a static +3.
Coinshot is an easy to make ammo type being a Firearms + Craft Diff:2 to create.
Damage Value is reduced to +2.
If the test hits the target, on any roll of a 10 it “explodes” allowing you to roll additional dice any
other 10 adding to the final damage value which infinitely stacks as long as you keep rolling 10s.
Beanbag is considered a Less-Than-Lethal but deals full superficial damage, On a critical deal
full “non-lethal aggravated damage”
Dragons Breath per each margin of success deal +0 aggravated damage to targets that are
vulnerable to fire on top of normal damage.
Supernatural
Silver Bullets deal full aggravated damage to supernatural creatures vulnerable to Silver, equal
to the final damage value.
Cold Iron Bullets deal full aggravated damage to supernatural creatures vulnerable to Iron and
impose a difficulty penalty onto casting magic equal to final damage value.
Stake Rounds loaded into grenade launchers or crossbows are wooden stakes that hit with the
force of a gun now only needing 4 damage to stake a vampire.
Dealing +1 damage with each margin of success, but can only be fired once before needing a
reload.
Still Requires a called shot at range but is only a Diff:6, risky but effective dealing +3 damage
even if it doesn’t stake them.
Etheric Bullets bullets infused with ectoplasm deal aggravated damage to ghosts as if they
were alive and can lock-on adding +1 to dice pool.
Bending around corners to hit the target incurring a Diff 4 even on an opposed Dodge test.
But only works on ghosts that have manifested into reality.
Undead creatures like Zombies or Vampires take Lethal Damage from these bullets.
Compound Bullets deal Aggravated Damage to any supernatural creature.
Damage equal to the weapons profile.
Targets when hit with these bullets are considered Mortal.
Only found in pistol calibres only being usable by the Pistol Lt, SMG Lt & Hvy
Firearms Chart
Handguns
Varmint Pistol: +2 Damage (Pistol, Simple, Clip 20, Reload - 1 Action)
Pistol, Lt: +3 Damage (Pistol, Clip 17, Reload - 1 Action)
Pistol, Hvy: +4 Damage (Pistol, Clip 8, Reload - 1 Action)
Revolver, Lt: +4 Damage (Pistol, Clip 6, Select Fire, Reload - 1 Action)
Revolver, Hvy: +5 Damage (Pistol, Clip 6, Reload - 1 Turn)
Handcannon: +6 Damage (Pistol, Heavy, Clip 8, Reload - 2 Turns)
Rifles
Assault Rifle: +3 Damage (Select Fire, Simple, Clip 30, Reload - 1 Action)
Battle Rifle: +4 Damage (Select Fire, Clip 20, Reload - 1 Action)
Sniper Rifle: +5 Damage (Long Barrel, Scoped, Clip 10, Reload - 1 Turn)
Submachine Guns
SMG, Lt: +2 Damage (Pistol, Select Fire, Clip 30, Reload - 1 Action)
SMG, Hvy: +3 Damage (Select Fire, Clip 25, Reload - 1 Action)
Shotgun
Pump-Shotgun: +4 (Short) / +3 Damage (Far), (Clip 8, Reload - 1 Turn, Partial Reload)
Sawn-Off Shotgun: +5 (Short) / +2 Damage (Far), (Pistol, Both Barrels, Clip 2, Reload - 2 Turn,
Partial Reload)
Semi-Auto Shotgun: +4 (Short) / +3 Damage (Far), (Clip 7, Reload - 1 Turn, Partial Reload)
Assault Shotgun: +4 (Short) / +3 Damage (Far), (Select Fire, Heavy, Clip 20, Reload - 2 Action)
Special Weapons
Anti Material Rifle: +12 (Heavy, Clip 5, Long Barrel, Scope, Reload - 2 Turns)
Light Machine Gun: +4 (Heavy, Select Fire, Clip 200, Reload - 2 Turns)
Heavy Machine Gun: +12 (Heavy, Stationary, Select Fire, Clip 100, Reload - 3 Turns)
Underslung Grenade Launcher: N/A (Salvo, Clip 1, Reload - 1 Action)
Rotary Grenade Launcher: N/A (Salvo, Clip 6, Reload - 1 Turns, Partial Reload)
Crossbow: +4 (Stake, Silent, Reload - 1 Turn)
Bow: +2 + Strength (Stake, Silent, Reload - 1Turn)
Traits
Reload: How long it takes to reload the weapon. (Action, Turn)
Partial Reload: Can choose to reduce reload time but cut the clip size in half.
Both Barrels: Can fire two barrels at the same time, doubling final damage value.
Long Barrel: Can be fired at Long-Range without Issue but can’t be modified for close quarters.
Clip X: Amount of bullets in your firearms magazine/clip. X equal to capacity.
Short / Far: Weapon has a different damage profile for close & long range.
Select Fire: Capable of Automatic/Burst Fire
Stake: Can imbed into a target and stake a vampire at range
Salvo: Damage depends on the ammo loaded into the weapon
Silent: When fired the weapon is completely quiet.
Scoped: Weapon comes with a scope that cannot be detached without external modification.
Heavy: Need 3+ Strength to use without a -2 penalty. Cannot perform Active Reload.
Stationary: Weapon is so large it needs to be planted onto the ground and operated by a crew
to be effectively used. If used while standing firing it will be +2 Difficulty.
Pistol: weapon is easy to conceal while also can be fired one-handed and used in melee
without issue.
Simple: the weapon is so simple to use that it gives the user +1 dot in firearms even if they are
unskilled in using them.
Reloading
Standard
Takes an Action to perform depending on the weapon.
Partial
Weapon Trait to reduce the reload time but the clip is only half full.
(Example: 1 Action becomes a Free Action, 2 Actions become 1 Action)
Active
Dex + Firearms Diff 4 test.
- “Reload” Specialty reduces diff to 3.
- Success reload is free
- Failure reload as normal
- Botch weapon is jammed
- Critical reload is free and can get 1 free.
Kindred & Ghouls (Hunger Dice)
- Messy Critical free reload and automatically fire at the nearest enemy target.
- Beastial Failure weapon is jammed and gets damaged, increasing reload time by +1
turn.
Garou (Rage Tests)
- A Brutal Failure weapon is jammed and damaged, in Crinos the weapon breaks.
- Brutal Critical weapon is damaged but gets +1 dice on the next attack roll.
Mages
- Paradox depending on the result your weapon may disappear, explode or transmute
into a brick.
Armor / Apparel
Body Armour works how it normally does converting Lethal & Aggravated to Superficial based
on the Armour Value (AV).
Armor breaks after receiving more than double the amount of damage compared to the Armor
Value.
Light / Underlayer can be worn underneath stacking special rules of that armor but doesn’t stack
AV, taking the highest base Armor Value (AV).
So if the player wears a Hazmat Suit with a Plate Carrier they will gain the immunities of the suit
but take the AV of the Plate Carrier.
Armor Points (Optional)
Armor adds temporary hit points aka “AP” onto the wearer.
Armor functions as normal.
But wearers can sacrifice an AP reducing their AV but negating one of the enemies attack dice.
Critical Hits and Called Shots to exposed areas can’t be negated.
Light / Underlayer
Light Clothing - AV 0 (+1 Dex)
Reinforced Clothing - AV 2 (0 vs. Firearms, 3 vs. Fire)
Ballistic Cloth - AV 2 (Increases base AV but it can’t exceed 5)
Chainmail - AV 4 (0 vs firearms)
Hazmat Suit - AV 0 (User is fireproof to anything short of thermite, also immune to toxins and
corrosive materials)
Medium / Vest
Stab Proof Vest - AV 5 (0 vs Firearms)
Flak Jacket - AV 4 (4 vs. Firearms, 6 vs. Explosives / Shrapnel)
Kevlar Vest - AV 3 (Easily concealed under shirt automatically passing pat-downs.)
Plate Carrier - AV 0 (Armor Value depends on plates loaded)
Heavy / Suit (-1 Dice Penalty to Dexterity Rolls)
Full Plate - AV 6 (2 dice penalty to stealth, 0 vs Firearms)
Riot Gear - AV 8 (2 vs. Firearms, 6 vs Fire)
Improved Outer Tactical Vest (IOTV) - AV 6
“Juggernaut” EOD Suit - AV 8 (Fully Sealed, incurring a minus one to wits and dexterity, also
grants immunity to any airborne toxins.)
(Can roll AV after taking damage to soak and negate the damage)
Armor Plates (Plate Carrier)
Plate carriers have a slot for the Front & Back providing various levels of protection with a zip
they can use to easily replace plates making it very versatile in any combat situation.
Carrying an extra set of plates into combat incurs a -2 Dot Dexterity Penalty because of how
heavy they are so what you go in is what you get.
Kevlar Plates (3 AV) - Level III plates designed to stop pistol calibre rounds usually used by
police but don’t incur any dexterity penalty due to weight so the wear can carry one extra set of
plates without issue.
Steel Plates (4 AV) - Level IV offering good protection against ballistic trauma and can still be
used normally after breaking or being pierced through but dexterity is reduced by 1.
Ceramic Plates (4 AV) - Level IV offers the same level of protection as Steel without the weight
penalty and reduces the effectiveness of armor piercing munitions equal to the AV.
But immediately shatters after taking damage that meets or exceeds the AV.
Components
Thermal Optic - a pair of Night Vision Goggles that detect the thermal signatures of any visual
creature while also granting low-light vision capabilities.
X-Scope - Combine the effects of Night Vision & Thermals giving the user the ability to spot
anomalies in a target's body marking them as supernatural.
Also makes the user immune to any supernatural psychological effects like the Delirium or
Daunt but abilities that directly target the wearer like psychic powers or possession still work.
Armored Glasses / Visor - The head and or face are covered by armor equal to their highest
AV rating. Also makes the user immune to being blinded by mundane means like splatter or
flashbangs.
Headphones / ComTacs - Allows the user to keep in radio contact while also becoming
immune to the effects of deafening or loud noises and get a +1 dice to tests that involve
hearing. As they increase the volume of lower decibel sound while decreasing the effects of
high decibel sound.
Gas Mask / Respirator - The wearer becomes immune to the effects of toxic gas or smoke.
Filters last for 12 to 24 hours before needing replacement can also be attached to external
oxygen tanks if the wearer wishes to move under water or in an airless environment.
Silver Lined Plates - A layer of pure silver on top of bullet resistant kevlar / ceramic that keeps
the same level of ballistic protection but with the additional benefit of harming any Werewolf that
touches it.
When attacking someone with this armor half that damage dealt (rounding up) will be reflected
back onto the attacker.
Neck Guard - The neck sides and back of the wearer's face now has an armor value equal to
material it’s made from, increasing the difficulty of the test equal to the armor value.
Even when in Combat it Incurs a Difficulty Penalty like a regular check.
E.G So a Kevlar & Chainmail hood would be a Diff:4 test even on opposed rolls, but the
chainmail hood offers no bullet resistance.
ExoSkeleton - Increase all physical attributes by 1 or a single attribute by 3 going over the cap
of 5 but maxing out at 8.
The different attributes can be switched between at will but when in combat each turn with a
Diff:3 Intelligence + Technology test.
Enemies
Weak Spots (Optional)
The weak spot of a supernatural creature can vary from storyteller to storyteller but these are
some examples.
Mortals - When hit with Blunt weapons deal full superficial damage, if hit with piercing or
slashing weapons deal full Lethal / Aggravated damage.
Humans can convert Aggravated / Lethal to Superficial with a Medicine Roll.
Optional
Humans with 4 dots in Stamina or have the Tough As Nails specialty can add half their
Stamina rating rounded up.
Giving them a Natural Armor Value that can be added on top of body armor.
If a Mortal has both 4 dots in Stamina and Tough As Nails they can add their full Stamina
rating to their Armor Value.
This is negated if the attack is a critical hit or called shot to a vital organ.
Vampires - When hit in the Head or Heart deal full lethal damage with a piercing or sharp
weapon.
+0 Aggravated damage on top of regular damage if using Incendiary Ammo or Flaming Melee
Weapon.
Full aggravated damage when shot with Dragons Breath, Flame Thrower and Molotovs.
Sunlight damage is always aggravated damage.
Zombies - Shots to the Head deal full aggravated damage equal to the final damage value of
the attack.
Headshots cannot be converted to superficial with Stamina.
Given how slow they are, shots to the head generally don’t incur any dice penalty (fast ones still
do).
Fodder
Fodder, Mooks, Lackeys and Jobbers are designed to make fights feel faster and or bigger
while not bogging down players.
It makes combat-focused characters feel like badasses clearing out a building of mobsters
single-handedly and giving non-combat characters a reward for taking a massive risk.
These enemies are usually low-level and easy to kill such as Zombies.
But nothing is stopping you from making an Inquisitor Delta or even a Garou a Fodder enemy it
just needs to be justifiable.
Upon eliminating a Fodder Enemy the character gets 1 extra action and no more.
If the characters attack misses or they attack a non-fodder enemy it moves onto the next turn as
normal.
(Default) The total number of free actions a character can get is 1.
(Alternate) The total number of free actions is equal to the characters dots in Dexterity (+
Celerity)
Horde
Hordes, Team, Mob, Group sometimes the best solution to a problem is overwhelming force
enough to trample even the mightiest Garou struggle to fight a mob of 20 men at once.
Made to make combat encounters feel larger but not bog down the scene.
Hordes are a group of characters that are considered a single character.
Hordes HP is equal to the number of characters in the group. (10 Zombies = 10 HP)
Hordes Ability & Attributes are equal to the HP but reduces the more die. (10 Zombies = 10
Brawl, 5 Zombies = 5 Brawl)
Trying to escape the mob incurs a difficulty penalty equal to the number of members in the Mob
even when in combat.
This makes players think twice about facing down hordes without a plan.
Simultaneous Turn Order
Standard Initiative has its place but sometimes can take longer than intended.
Simultaneous is when models act one after the other in a “You go, they go” to make combat feel
more involved and intense.
Characters can only do a single action each turn (Minus any abilities or powers) after which an
enemy character reacts in accordance.
Once each character in the scene has finished their actions the next turn begins.
Turn Order is whoever has the highest base Dexterity Attribute.
Characters can choose to Hold an action, placing them at the end of the turn order.
Any Extra Actions from abilities or powers are done at the end of the turn order.
Vampire: each dot in Celerity is an extra action.
Soaring Leap allows the vampire to enter Melee Range or move to a point without using up an
action to move.
Hunter: if a hunter has the Fleet Edge & Performance Perk they can make an Edge Roll at the
start of each turn.
Each margin of success gives their Vehicle up to 3 Movement Actions.
Yes you can Ram targets with these actions but cannot attack with a Mounted Weapon.
(Dexterity + Drive)
If a Supernatural Antagonist has Rush they can move into Melee Range without using an
action.
Core Weapon / Armor Charts