Vampire: The Masquerade
    
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*Experience Point Chart
    
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*Melee Combat Chart
    
*Ranged Combat Chart
    *Time
    
*Training
    *Dice rolls
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Initiative do a 1d10 roll and add to dex + wits

Soak  Stamina + Fortitude difficulty 6 for bashing & lethal
  Fortitude  difficulty 6 for aggravated

Damage  Str + overage - dodge successes of opponent difficulty 6 plus potence

Bite  Dexterity + Brawl difficulty +1 Damage +1

Claw  Dexterity + Brawl difficulty 6 Damage +1

Clinch  Strength + Brawl difficulty 6 Damage strength
                Resisted Str + Brawl difficulty 6 Higher wins

Disarm  Dexterity + Melee difficulty +1 If successes higher than opponents         strength,  disarmed

Hold (no dam) Strength + Brawl difficulty 6 holds until resisted roll is higher
       Resisted Str + Brawl difficulty 6 breaks free if higher successes

Kick  Brawl   difficulty +1 Damage +1

Strike  Dexterity + Brawl difficulty 6 Damage strength

Sweep /legs Dexterity + Brawl difficulty +1 Damage strength

Sweep /weapon Dexterity + Melee difficulty +1 Damage strength + weapon rating
         Resist Dex + Ath difficulty +1 must have more successes or they are         knocked down

Weapon Length -1 on attack pool if using fists or dagger against a sword or long blade

Knife/Blade Dexterity + Melee difficulty 6 strength + weapon rating

Dodge  Dodge + Dexterity difficulty 6 must have more success than attack

Block  Dexterity + Brawl difficulty 6 must have more successes, used for        bashing only

Parry  Dexterity + Melee difficulty 6 must have more success, they add extra         successes to weapons rating for damage

Sidearm Throw Dexterity -1 + Ath difficulty 8 strength + 2

BodySlam Dexterity + Brawl difficulty 7 must have 3 successes or more, if not        attacker falls to ground
       Resisted Dex + Ath difficulty number of successes + 3 to stand and not get      slammed

Targeting Limb +1 difficulty,  Hand, head +2 difficulty & +1 damage Eye, Heart +3      difficulty & +2 damage

Mounted Attack
Motorcycle Dexterity + Brawl (if using hand) Melee (if using weapon)
  Or Drive, whichever is higher  S/T judgement
Horse  Dexterity + Brawl (if using hand) Melee (if using weapon)
  Or Ride, whichever is higher  S/T judgement


Stake  +3 on difficulty, if succeeds and causes at least 3 damage the victim is staked

Blinded  +2 to attack pools, blinded must add +2 to difficulty

Immobilized +2 to attack pools if still struggling, if completely immobilized attack is   automatic

*Burning blood to heal wounds takes one full turn

*Dodging is considered a turn unless the dice pool is split (splits on non-celerity rounds)

*May move 1/2 of running distance and still have an action in the same turn

*Damage ratings:   stake +1, knife +1, Sword +2

*If facing multiple opponents, -1 to attack pools for each attacker to a max of -5
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