Bek Combat Cheat Sheet

Werewolf

  • 9 again on Athletics, Brawl, Drive
  • WP for Athletics as Rote action
  • 8 again on Perception rolls
    • Perception checks are exceptional on 3 instead of 5
  • use Brawl to calculate defense instead of Athletics
  • sub Dex for Str when making attack rolls using selected Brawl or Weaponry specialty (MAC)
  • attack with Brawl or Weaponry, ignore 5 points of enemy’s Armor protection
  • in hand to hand combat, ignore 3 penalties from multiple attackers per turn
  • unarmed strikes cause lethal damage
  • can make a Reflexive Wits + Composure perception roll and gauge Initiative modes of all combatants before fight starts
  • +Purity to Health rating
  • costs 1 essence, +Purity on attack rolls against anyone serving as an obstacle to prey, but not prey itself
  • costs 2 essence, roll Wits + Brawl + Purity, apply tilt on attack or when hit, +1 turn if enemy KO’d – Arm Wrack/Blinded/Deafened/KD/Leg Wrack
  • costs 1 essence, roll Stamina + Survival + Purity, 1essence/turn, each success adds 2 to Strength or Stamina OR 1 point of armor OR +1L dam to natural weapons
  • costs 1 essence, + honor to armor
  • costs 1 essence (free in Basu-Im), in guru, successful brawl adds purity to damage
  • costs 1 essence (free in Basu-Im / Guru), 1/turn in Dalu/Gauru, reduce dam by Glory or heal 1 physical Tilt
  • costs 1 essence (free in Basu-Im), add purity to Strength
  • costs 1 essence, Brawl attack levels Defense penalty = Honor vs Uratha OR packmate who is unarmed in Hishu now deals Lethal

Sineater

  • supernatural armor = 9
    • against supernatural fire/heat, add Occult to Shroud’s Armor rating
  • 9 again on Athletics, Brawl, Drive
  • WP for Athletics as Rote action
  • 8 again on Perception rolls
  • use Brawl to calculate defense instead of Athletics
  • sub Dex for Str when making attack rolls using selected Brawl or Weaponry specialty (MAC)
  • attack with Brawl or Weaponry, ignore 5 points of enemy’s Armor protection (non supernatural)
  • in hand to hand combat, ignore 3 penalties from multiple attackers per turn
  • unarmed strikes cause lethal damage
  • can make a Reflexive Wits + Composure perception roll and gauge Initiative modes of all combatants before fight starts
  • If attacked with a metal or earthen weapon, whether a sword, bullets, or simply a hurled rock, the Sin-Eater may downgrade any damage which bypasses the Shroud from lethal to bashing at a cost of 3 plasm.

Vampire

  • 9 again on Athletics, Brawl, Drive
  • WP for Athletics as Rote action
  • 8 again on Perception rolls
    • Perception checks are exceptional on 3 instead of 5
  • can make a Reflexive Wits + Composure perception roll and gauge Initiative modes of all combatants before fight starts
  • Attack
    • sub Dex for Str when making attack rolls using selected Brawl or Weaponry specialty (MAC)
    • attack with Brawl or Weaponry, ignore 5 points of enemy’s Armor (non supernatural) protection
    • in hand to hand combat, ignore 3 penalties from multiple attackers per turn
    • unarmed strikes cause lethal damage (this is before supernatural things are applied like Protean)
    • spend 1 Vitae with Protean to get Aggrevated Damage claws
    • Spend 1 Vitae to add +2 dice to any physical (Strength / Dexterity / Stamina) action for 1 turn
    • spend 1 Vitae / attack — deal an additional number of health levels of damage equal to Vigor rating
    • ignore a number of points of armor equal to Vigor rating
    • can use Vigor rating as weapon damage bonus when fighting unarmed or with a brawl aid., weapons also consider their damage rating to be equal to Vigor rating, if higher than the weapons actual rating
  • Defense
    • use Brawl to calculate defense instead of Athletics
    • spend 1 Vitae / scene — add Celerity to Defense against incoming attacks you are aware of (including Firearms)
    • gain a supernatural armor rating = to Resilience rating (work on environmental too, just not natural sunlight)
    • additional number of health boxes equal to Resilience rating (can’t use for sunlight damage)
    • can downgrade number of health levels of damage = to Resilience rating from any successful attack, does’t work on downgrading sunlight damage (ex: agg becomes lethal)
    • spend 1 Vitae — reduces number health levels of damage taken from single source by Resilience rating, against aggravated damage may only ignore half Resilience rating (rounded up), stacks with damage negation provided by armor
    • spend 1 Vitae — can heal number of bashing health levels equal to 2 + Resilience rating or a number of lethal health levels equal to 1 + half Resilience rating, rounded up. Further, each Vitae spent healing aggravated damage counts as a number of Vitae equal to Resilience rating and may spend Vitae to heal aggravated damage instantly (instead of the standard 2 days per level).

Assassin

  • 9 again on Athletics, Brawl, Drive
  • WP for Athletics as Rote action
  • 8 again on Perception rolls
    • Perception checks are exceptional on 3 instead of 5
  • use Brawl to calculate defense instead of Athletics
  • sub Dex for Str when making attack rolls using selected Brawl or Weaponry specialty (MAC)
  • ATTACK
    • Cost: 1 Adrenalin, augments attack roll, successful attack deals (Stamina) add’l damage, Mastery: target suffers (Stamina) penalty to next physical action roll
    • Cost: 1 Adrenalin, gain 8-again on a single Skill roll, declare at time of roll which skill you’re using, Mastery: roll gains the Rote quality
    • Cost: 1 Adrenalin, reflexively attack someone that attacks you (max Stamina times / Scene, 1/turn)
    • enter combat rage, add (Stamina) to combat pools, ignore wound pen, can only attack, Mastery: can spend 1wp to roll Resolve + Composure, regain control for successes in turns
  • DEFENSE
    • Cost: 1 Adrenalin, add (Stamina) to Defense, Mastery: use higher of Wits or Dex for Defense
    • downgrade (Stamina) health levels of damage each attack, Mastery: half Bashing damage taken
    • gain Armor rating = Stamina. Mastery: gain Ballistic Armor = Stamina
    • recovery from one Tilt after a Scene of rest, Mastery: recover from one Condition (CoW if sentient source)
    • suspend up to (Stamina x Clout) damage for the scene, takes effect at the end of the scene, Mastery: healing normal damage also heals suspended damage
    • heal (Stamina) bashing or (1/2 Stamina) lethal per 1 Adrenaline spent, Mastery: Heal Agg for (5-Stamina, min 1) Adrenaline
    • Cost: 1 Adrenalin, apply Defense vs Firearms and other ranged attacks that normally ignore Defense, Mastery: apply (Stamina) worth of Def vs unexpected attacks
  • last health box filled with lethal damage, you do not continue bleeding out and automatically stabilize without taking additional damage
  • Divide your healing times by your (Clout + 1) to determine how long it takes you to recover from bashing, lethal and aggravated damage. Further, if you received a Tilt in conjunction with taking damage you also heal the Tilt when the damage completely heals.
  • Your character automatically remains awake even when your last health box is filled with bashing. You do not fall unconscious until your last health box is marked with lethal damage (at which time, baring other magic, your character begins dying as normal).
  • Your character automatically remains awake even when your last health box is filled with bashing. You do not fall unconscious until your last health box is marked with lethal damage (at which time, baring other magic, your character begins dying as normal).

Bek Combat Cheat Sheet

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