World of Darkness
|
Aggravated Called Shots |
Any called shot to the head with a weapon or firearm does aggravated damage |
Reload p150
|
Area Effect Shotguns |
When shooting a shotgun at close range, make a secondary attack at close target |
Reload p150
|
Automatic Damage |
Weapons do a base damage equal to their modifier if hit is successful |
Reload p151
|
Bleeding Out |
Wounds that do two or more points of damage continue to bleed |
Reload p151
|
Bone Breakage |
Exceptional success with a blunt weapon breaks a bone for remainder of Story |
Reload p151
|
Catch the Blade |
Retain Defense when fighting unarmed against armed opponents if 3+ Brawl dots |
Reload p152
|
Combination Momentum |
During extended physical exchanges, winning combatant gains cumulative bonuses |
Reload p152
|
Dangerous Explosives |
Explosives do damage * 1.5 + successes to those within Blast Area |
Reload p152
|
Dodge Bullets |
Targets of Firearms may apply Brawl to Defense |
Reload p152
|
Faster Healing |
Heal at double normal rate (8 minutes/1 day/4 days) |
Reload p152
|
Freezing Under Fire |
Targets of Firearms must roll Resolve+Composure or spend Willpower to act |
Reload p152
|
The Greatest Swordsman is the One Who Survives |
Combat between equally armed opponents uses Weaponry or Brawl for Defense |
Reload p153
|
Guns With Kick |
Firearms with damage 3 gain Knockback, those with 4+ gain improved knockback |
Reload p153
|
Haymakers for All |
Any Brawl damage equal to or above target's Size causes them to lose an action |
Reload p153
|
Hidden Health |
Storyteller tracks Health for all characters |
Reload p153
|
Hollywood Ammo |
Guns only run out of ammo on a Dramatic Failure |
Reload p153
|
Hollywood Healing |
Quick Medicine rolls can remove wound penalties for a scene |
Reload p153
|
Ignore the Rabble |
So long as you continue to use melee attacks, Defense isn't reduced for multiple attackers |
Reload p155
|
Increased Wound Penalties |
Wound penalties change to -1 / can't spend Willpower / -2 / lose 10-again / -3 |
Reload p155
|
Injuries Last |
Damage that exceeds Stamina, Composure or Resolve and isn't treated does Attribute damage |
Reload p155
|
Integrity by Attrition |
Use counters to signify the weight of conflict on Integrity |
HL p20
|
Knife to a Fistfight |
When unarmed and attacked by a melee weapon, only apply 1/2 Defense |
Reload p155
|
Kung Fu Fury |
Those fighting unarmed gain 1/2 dots in Brawl-based Fighting Style as bonus to attack |
Reload p155
|
Lethal Stun |
Any Lethal damage stuns unless target makes Stamina+Resolve roll |
Reload p155
|
Meat Shields |
Use four health tracks rather than three |
Reload p155
|
Morale = Health |
Health is determined as (greater of Stamina or Resolve) + Size |
Reload p156
|
No Fighting Styles |
Characters can use any Fighting Style with correct Skill at equal dots |
Reload p156
|
Property Damage |
Reduce Durability of all objects |
Reload p156
|
Ricochet |
When a bullet misses, roll a die. On a 1, bullet hits another character |
Reload p156
|
Shooting Through Cover |
Durability of Cover is subtracted from attacker's pools |
Reload p157
|
Slower Healing |
Heal at a slower rate (1 hour/1 week/1 month) |
Reload p157
|
Stun |
When dealt damage >= Stamina in one turn, roll Resolve+Stamina or lose an action |
Reload p157
|
Supernatural Terror |
Observing obvious supernatural activity forces a Resolve+Composure roll in norms or they flee |
Reload p158
|
My Sword is My Armor |
Melee weapons give Armor equal to 1/2 (round down, min 1) damage modifier |
Reload p158
|
Sword-Wielding Badass |
While armed with a melee weapon, apply lowest of (Dexterity, Wits, Weaponry or Defense) against firearms |
Reload p158
|
Toughness Matters |
Stamina is also subtracted from bare-hand attackers pools |
Reload p159
|
Unable to Attack |
Attacking non-violent targets requires Resolve+Composure roll to carry out |
Reload p159
|
Valiant Surge |
May make a roll to heal yourself once per chapter |
Reload p160
|
Watch My Back |
Multiple allies in area reduce multiple attacker penalty to Defense |
Reload p160
|
Watch That First Step |
Decrease damage taken from falling to 1 bashing / 6 yards (1/2 if water) |
Reload p160
|
Weapons Kill |
All weapons do Lethal damage, even if blunt |
Reload p160
|
Wire Fu |
Double jumping distance and characters can jump down far distances |
Reload p160
|
Vampire: the Requiem
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Coils of the Dragon |
Coils are cheaper to purchase, but learning them comes with a risk of failure. |
Coteries 56, OD 50
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Dead Flesh |
Vampires only suffer wound penalties from fire and sunlight |
Reload p163
|
Death by Stake |
Staking a vampire instantly kills it |
Reload p163
|
Easy Staking |
Any exceptional success with a wooden stabbing weapon stakes a vampire |
Reload p163
|
Freeform Status |
Status merit cannot be bought with XP, but is instead won and lost through play. |
Coteries 87
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Gluttony |
Can consume Vitae equal to Stamina each turn |
Reload p163
|
Hard Staking |
Staking is an Extended Action |
Reload p163
|
Heresies and the Curia Cruentus |
There exists a spanning authority over regional groups in the LS, which maintains moral 'purity'. |
LS 68
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Horrific Bite |
In combat, bite is horrific rather than than pleasurable |
Reload p163
|
Impaled Humanity and XP |
Exchange one dot of humanity for XP, rather than rolling for the results of the Rite of the Impaled |
OD 135
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No Blood to Spill |
Edged weapons and arrows inflict bashing damage |
Reload p164
|
Power of Belief, The |
Lancea Sanctum members get bonuses or penalties to derangement rolls after Humanity loss. |
LS 58
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Revivifying Feeding |
Feeding automatically heals damage |
Reload p164
|
Status Through Protracted Activity |
Status merit can only be purchased through special bonus XP earned for status-related activities. |
Coteries 88
|
Werewolf: the Forsaken
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Feral Defenses |
In war form, use higher of Wits or Dexterity for Defense |
Reload p164
|
Grievous Silver |
Attacks with silver weapons do grievous damage (see "Meat Shields" option) |
Reload p164
|
Mindless Rage |
In Death Rage, all attacks are all-out |
Reload p164
|
Quick Regeneration |
Regeneration is equal to Primal Urge in points each turn |
Reload p164
|
Savage Might |
In near-wolf and near-human forms gain 9-Again to non-attack Strength rolls (8-again in war form) |
Reload p164
|
Swift Killer |
Claws and bite do aggravated damage to norms |
Reload p164
|
Unstoppable Fury |
Attacks doing bashing to werewolves in Death Rage only do one point of damage |
Reload p165
|
War Form Gamble |
Extend the length of time that a werewolf can be in War Form |
Reload p165
|
Mage: the Awakening
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All-Out Magic |
Aimed spells in combat can be made as all-out attacks |
Reload p165
|
Difficult Gestures |
Require ranks in a Physical Skill to use a Rote |
TotM p93
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Duel Arcane |
Alternate rules for the Duel |
TotM p122
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Enlightened Shield |
Mage Armor spells give armor equal to Arcana or Gnosis, whichever is higher |
Reload p165
|
Eyes of Fire |
Attacks against targets that match the mage's active Sight gain bonus equal to Arcana |
Reload p165
|
Gesture Lore |
Alter mudras of an existing Rote |
TotM p94
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Glyph Lore |
Work with alternate versions of High Speech runes |
TotM p97
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Law of Embodiment |
Adapt Rotes to use simultaneously with a physical action |
TotM p77
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Madness in Battle |
In combat, Disbelief and Unraveling do not apply |
Reload p165
|
Magical Buildup |
Cumulative Paradox dice apply to all combatants |
Reload p165
|
Paradoxical Castings |
Increase Paradox from non-Ruling Arcana |
TotM p171
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Ritual Synergy |
Group spellcasting at Gnosis 3/5 |
TotM p74
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Slower Magic |
Improvised spells in combat take two actions |
Reload p165
|
Spacial Command |
Allow use of Advanced Area factors at Space 3 |
TotM p72
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Temporal Command |
Allow use of Advanced Prolongation factors at Time 3 |
TotM p74
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To The Limit |
Allow exceeding Arcana limits |
TotM p168
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Promethean: the Created
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Call the Lightning |
When outside in a thunderstorm, may pay one Pyros to call lightning strike to self |
Reload p166
|
Fiery End |
Upon final death, the body and nearby area is consumed by purging flames |
Reload p166
|
Grip of Death |
Add Azoth to Strength for grappling rolls |
Reload p167
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Hard to Hurt |
Subtract Stamina from incoming non-fire attacks |
Reload p167
|
Savage Rage |
Entering Torment increases Strength and Stamina by 2, then additional +1 for each additional stimulus |
Reload p167
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Touch of the Corrosive Humour |
Spend a point of Vitriol to make next bare-hand attack lethal (or have 9-again, if already) |
Reload p167
|
Hunter: the Vigil
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Alone |
When alone in combat against supernaturals, take -1 penalty to all actions |
Reload p168
|
Fire Kills Everything |
All supernatural creatures take aggravated damage from fire |
Reload p168
|
Group Courage |
If using "Supernatural Terror", the hunter cell makes the roll as a teamwork action |
Reload p168
|
Shared Wisdom |
Bonuses to attack due to environmental conditions or merits can be reassigned reflexively, but don't stack |
Reload p168
|
Squad Reflexes |
Reflexively make Wits+Composure rolls to notice when negative effects happen to team members |
Reload p168
|
Strong of Heart |
Add +1 to Willpower per teammate to resist supernatural effects such as Lunacy |
Reload p169
|
Changeling: the Lost
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All in Your Head |
Attacks made lethal when unarmed only work against those that see through the Mask |
Reload p167
|
Distractions |
Pay one Glamour to add Wyrd to Defense against un-ensorceled mortals for a turn |
Reload p167
|
Revelation in Pain |
When suffering a lethal wound in combat, roll Wits+Composure or drop Mask for a split second |
Reload p167
|
Sup on Agony |
When making an attack that exceeds target's Stamina in damage or causes wound penalties, harvest Glamour |
Reload p167
|
The Unassuming Mask |
Reinforcing Mask allows Wits+Stealth roll to prevent attacks until one is made |
Reload p168
|