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A sourcebook for the Chronicles of Darkness

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Published by knightquill, 2023-11-05 13:50:29

Chronicles of Darkness: Hurt Locker

A sourcebook for the Chronicles of Darkness

150 Appendix Two-conditions Appendix Two: Conditions FIXATED Your character focuses on a single thought or command. She takes a –2 penalty to all actions for the rest of the scene or until the command is completed. If the command is not something she could conceivably do in that time and place then the effect lasts one turn as her mind wanders in aimless confusion. Multiple applications of this Condition on her in the same scene can add more commands, but the penalty is not cumulative. Beat: Your character does something that goes against her Virtue to fulfill the fixation. Resolution: Your character satisfies the command. HUNTED (PERSISTENT) Someone who poses a serious threat to the character’s safety and well-being, physically or emotionally (or both), is after her. They may be intent on direct violence, or simply wish to torment her. Beat: The character’s persecutors find her. Resolution: The character stops her persecutors, either through legal means, changes in lifestyle that deny them access to her, or through more direct means, typically violence. LETHARGIC Your character is drained and lethargic, feeling the weight of sleeplessness. With this Condition, your character cannot spend Willpower. As well, for every six hours he goes without sleeping, take a cumulative –1 die penalty to all actions. At every six-hour interval, make a Stamina + Resolve roll (with the penalty) to resist falling asleep until the sun next sets. Possible Sources: Psychic vampire fighting sleep. Resolution: Sleeping a full day, from sunrise to sunset. OBLIVIOUS Your character is not paying attention to what’s going on around her. Her mind is wandering. She might be daydreaming or just staring off into space, but although she’s completely aware of her surroundings she’s not processing consciously what’s happening in them. All of her Perception rolls are reduced to a chance die until this Condition is resolved. Resolution: Your character is alerted by a loud noise or is attacked. RELUCTANT AGGRESSOR The character really doesn’t want to hurt her victim, but she’s going to anyway. She may be under immense peer pressure, it may be her duty, or perhaps she’s coerced into the violence. Whatever the case, although she sees the victim’s humanity, she’s going to force herself to make him suffer. The character must spend a point of Willpower each turn to attempt an attack. She can defend herself as normal even if she can’t (or won’t) spend the Willpower. Possible Sources: Peacemaker Merit (p. 42) Resolution: The character doesn’t encounter her victim or his associates for a chapter, or the victim is the aggressor in targeting the character, her friends, or allies. If the Condition fades after a chapter, it does not award a Beat. SURVEILLED The character is being watched in a not-so-subtle way. She may expect to see unusual vehicles parked near her home or place of work, her garbage to be rifled through, or even for her home to be broken into. At the beginning of each chapter, the Storyteller should roll a pool of dice equal to the successes on the roll that created this Condition. Once ten successes are accrued, this Condition resolves. Beat: N/A Resolution: The Storyteller’s pool reaches ten successes, or the character somehow exposes or otherwise actively stops the surveillance. If she is being surveilled by the state, she may need to exercise legal options, if any such options exist.


151 chart quick reference Speed and Movement Speed Close to Short Short to Medium Medium to Long Long to Extreme 5–9 1 2 3 4 10–15 1 2 2 3 16–20 1 1 2 3 21–30 1 1 2 3 31–40 0* 1 2 3 41–50 0* 1 2 3 51–60 0* 1 1 2 61–70 0* 1 1 2 71–80 0* 1 1 2 81–90 0* 0* 1 1 91–100+ 0* 0* 0* 1 * A rating of zero means that the character can move straight from that range band to another range band without technically using up a “move” action. Thus, a character with a Speed of 45 can move straight from close range to medium range in a single move, or to long range by forsaking her action for movement instead. Chart Quick Reference Example Toxins and Contagions Source Toxicity Time per Roll Successes Required Common cold 1 1 day 5 Cancer 5 1 month 30 Chemical fumes 3 1 turn 0* Cyanide 7 1 turn 5 Venom 3 to 7 1 turn to 10 minutes 5 to 10 * Characters must escape the source of the toxin in order to end any recurring damage.


chart quick reference 152 Ranged Weapons Type Damage Ranges Capacity Initiative Strenth Size Availability Tags Example Light Pistol +1 Long Medium 0 2 1 •• n/a Glock 17 (9mm) Heavy Pistol +2 Long Medium –2 3 1 ••• n/a Desert Eagle Light Revolver +1 Medium Medium 6 0 2 •• n/a SW M29 (.38 Special) Heavy Revolver +2 Low Long 6 –2 3 •• n/a SW M29 (.44 Magnum) SMG, small +1 Medium High –2 2 1 ••• n/a Ingram Mac-10 (9mm) SMG, heavy +2 Medium High –3 3 2 ••• n/a HK MP-5 (9mm) Rifle +4 Extreme Low –5 2 3 •• n/a Remington M-700 (30.06) Rifle, Big Game* +5 Extreme Low –5 3 4 ••••• Stun Winchester Model 70 Classic Safari Express Assault Rifle +3 Long High –3 3 3 ••• 9-again Stery-Aug (5.56mm) Shotgun +3 Medium Low –4 3 2 •• 9-again Remington M870 (12-gauge) Short Bow +2 Medium Low –3 2 3 •• n/a Long Bow +3 Medium Low –4 3 4 •• n/a Crossbow +2 Long Low –5 3 3 ••• n/a Pepper Spray +0 Close Low 0 1 1 • Slow Stun Gun** +0 Close Medium –1 1 1 • Slow, Stun Damage: Add this number of bonus successes to a successful attack. Firearms and bows deal lethal damage, unless some equipment or power indicates otherwise. Range: The weapon’s normal maximum range. Shooters may make an attack at up to one range band beyond the maximum, but the attack is reduced to a chance die. Capacity: A measure of how often the weapon can be used in a scene, and its burst ability. Initiative: The penalty taken to Initiative when wielding the gun. Strength: The minimum Strength needed to use the gun effectively. A wielder with lower Strength suffers a –1 penalty on attack rolls. Size: 1 = Can be fired one-handed and hidden in a pocket or the like; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can be fired two-handed but not hidden on one’s person. Availability: The cost in Resources, or level of an appropriate Social Merit needed to acquire the weapon. Tags: This lists the weapon’s tags, if any, denoting its special qualities. Examples: This is an example of this type of weapon. * Big game rifles and other heavy weapons suffer from high recoil. If not properly braced and set to handle the recoil, the shooter takes 1 bashing damage and suffers the Knocked Down Tilt. ** Bonus successes don’t add to damage


153 chart quick reference Grenade Chart Type Damage Initiative Blast Area Force Range Strength Size Availability Tags Frag, Standard +2 0 10 3 Thrown (A) 2 1 •••• Knockdown, Stun Frag, Heavy +3 –1 5 4 Thrown (A) 2 1 •••• Knockdown, Stun Molotov +1 –2 3 2 Thrown 2 2 • Incendiary Pipe Bomb +1 –1 5 2 Thrown 2 1 • Inaccurate, Stun Smoke +0 10 — Thrown (A) 2 1 •• Concealment Stun +0 0 5 2 Thrown (A) 2 1 •• Knockdown, Stun Thermite +3 5 4 Thrown (A) 2 1 •••• AP 8, Incendiary White Phosphorous +3 5 4 Thrown (A) 2 1 •••• AP 3, Incendiary, Concealment Grenade Launchers Type Ranges Capacity Strength Size Availability Stand-Alone Launcher Long Low 3 3 •••• Under-Barrel Launcher Long Low 2 2 •••• Automatic Grenade Launcher Extreme High n/a 4 ••••• Note: Stand-alone launchers suffer the same heavy recoil as big game rifles. Grenade Ammunition Chart Type Damage Blast Area Force Size Availability Tags Baton* +1 — 5 1 •• Knockdown, Stun Buckshot +1 10 4 1 •••• Knockdown HE +3 10 4 1 •••• Knockdown HEDP +2 10 3 1 •••• Knockdown, AP 4 Smoke (as hand grenade) Stun (as hand grenade) Tear Gas (as hand grenade) Note: *No explosion Flamethrowers Type DMG Initiative Ranges Capacity Strength Size Availability Tags Civilian Special –4 Short High 3 4 ••• Incendiary Military Special –5 Medium High 3 4 ••••• Incendiary


chart quick reference 154 Melee Weapons Type Damage Initiative Strength Size Availability Tags Effects BLADED WEAPONS Battle Axe +3 –4 3 3 ••• 9-again, Two-handed Fire Axe +2 –4 3 3 •• 9-again, Two-Handed Great Sword +4 –5 4 3 •••• 9-again, Two-Handed Hatchet +1 –2 1 1 •• Knife, Small +0 0 1 1 • Thrown (A) Knife, Hunting +1 –1 1 2 •• Enhance: Crafts or Survival Machete +2 –2 2 2 •• Rapier +1 –2 1 2 •• Piercing I Sword +3 –3 2 3 ••• +1 Durability (katana) or +1 Initiative (long sword) BLUNT WEAPONS Brass Knuckles +0 0 1 1 • Brawl Metal Club +2 –2 2 2 • Stun Nightstick +1 –1 2 2 •• Stun Nunchaku +1 +1 2 2 •• Stun –1 Damage and Initiative without Dexterity 3+ Sap +0 –1 2 2 • Stun Sledgehammer +3 –4 3 3 • Knockdown, Stun EXOTIC WEAPONS Catchpole +0 –3 2 2 • Grapple, Reach Chain +1 –3 2 2 • Grapple, Inaccurate, Reach Chainsaw +3 –6 4 3 ••• Bleed, Inaccurate, Two-Handed Kusari Gama (chain) Functions as chain Kusari Gama (sickle) Functions as large knife Shield (small) +0 –2 2 2 •• Concealed Shield (large) +2 –4 3 3 •• Concealed Stake +0 –4 1 1 n/a See staking rules (p. XX) Stun Gun +0 –1 1 1 • Stun Bonus successes don’t add to damage Tiger Claws +1 –1 2 2 •• Brawl Whip +0 –2 1 2 • Grapple, Stun Dexterity + Weaponry to attack


155 chart quick reference Type Damage Initiative Strength Size Availability Tags Effects IMPROVISED WEAPONS Blowtorch +0 –2 2 2 •• Incendiary, Piercing 2 Inflicts Blinded Tilt on attacker and target unless either or both take a –1 penalty to Defense Board w/Nail +1 –3 2 2 n/a Fragile, Stun Improvised Shield +0 –4 2 2 • Concealed Nail Gun +0 –2 2 2 • Inaccurate, Piercing 1 Strength + Firearms to attack Shovel +1 –3 2 2 • Knockdown Tire Iron +1 –3 2 2 •• Guard, Inaccurate Spear +2 –2 2 4 • Reach, Two-Handed Staff +1 –1 2 4 • Knockdown, Reach, Two-Handed Type: A weapon’s type is a general classification that applies to anything your character picks up. A metal club could mean a hammer, a metal baseball bat, or a crowbar, while a hatchet could be a meat cleaver or an antique handaxe. Likewise, a machete can also represent small swords. The differences between weapons of these types are as much a matter of description as anything else; use the closest appropriate listing, and feel free to modify the trait by a point or two here and there to represent differences. Usually, increasing the weapon’s Availability can also add a point to its Damage rating, lessen the Initiative penalty, or add a feature like Knockdown or Stun, representing the cost and benefits of acquiring a real quality weapon, instead of a replica. Damage: Add this number of bonus successes to a successful attack. Weapons always deal lethal damage. Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty and increase it by 1. Strength: The minimum Strength needed to use a weapon effectively. A wielder with lower Strength suffers a –1 penalty on attack rolls. Size: 1 = Can be hidden in a hand; 2 = Can be hidden in a coat; 3+ = Cannot be hidden. Availability: The cost in Resources dots or levels of appropriate Social Merits needed to acquire the weapon. Tags: This lists the weapon’s tags, if any, denoting its special qualities. Examples: This is an example of this type of weapon. Melee Weapons (Continued)


chart quick reference 156 Armor Type Rating Strength Defense Speed Availability Coverage MODERN Reinforced Clothing 1/0 1 0 0 • Torso, arms, legs Sports Gear 2/0 2 –1 –1 • Torso, arms, legs Kevlar vest 1/3 1 0 0 • Torso Flak jacket 2/4 1 –1 0 •• Torso, arms Full Riot Gear 3/5 2 –2 –1 ••• Torso, arms, legs Bomb Suit 4/6 3 –5 –4 ••••• Torso, arms, head Helmets* Special 2 –1 0 ••• Head ARCHAIC Leather (hard) 2/0 2 –1 0 • Torso, arms Lorica Segmentata 2/2 3 –2 –3 •••• Torso Chainmail 3/1 3 –2 –2 •• Torso, arms Plate 4/2 3 –2 –3 •••• Torso, arms, legs Helmets* Special 2 –1 0 ••• Head Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the slash is for general armor, while the number after the slash is for ballistic armor. Strength: If your character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by –1. Defense: The Defense penalty imposed while wearing the armor. Speed: The Speed penalty imposed while wearing the armor. Availability: The cost in Resources dots or level of appropriate Social Merits needed to acquire the armor. Coverage: The areas of a character protected by the armor. If an attacker targets a specific unarmored location, the armor’s protection won’t apply. Wearing a helmet increases the armor’s coverage to include a character’s head. *Helmets extend armor’s protection to the head. Wearing a helmet usually confers a –1 to sight- and hearingbased Perception rolls. The protection provided is half that of the armor’s normal ratings (rounded up).


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