Stats, Tables, and Charts.
I have collected what I hope will be a useful set of in-game resources (charts, tables, etc.) in the hope that the players won't have to constantly refer to the White Wolf books during play.
The idea is that if you need to check a stat for something while working on a post you just pop over to these pages and then you're away again.
Armor
The following list is of the armour classes available in my Word of Darkness universe:
Bashing damage
Bashing damage is damage that temporarily injures or incapacitates.
While sufficient amounts of it can kill, it doesn't inflict bleeding injuries. This is primarily blunt trauma: fist attacks, battering, short falls (under 20 feet), or Mind attacks. This also includes energy or chemical attacks that are designed to render the victim unconscious, such as stun guns or knockout gas.
When a character who is Incapacitated due to bashing damage takes further bashing damage (while soaked like bashing damage), the highest level of bashing damage becomes a level of lethal damage. Once the characters Health chart fills with lethal damage, the next level of damage, whether bashing, lethal, or aggravated, kills her. While it is difficult, it is quite possible to punch or kick someone to death.
| Health Level |
Recovery Time |
| Bruised to Wounded |
One hour |
| Mauled |
Three hours |
| Crippled |
Six hours |
| Incapacitated |
12 hours |
Health levels
| Level |
Penalty |
Effect |
| Bruised |
0 |
Character is bruised a bit, but he suffers no penalties from damage |
| Hurt |
-1 |
Character is hurt superficially, and he suffers no movement hindrance |
| Injured |
-1 |
Character suffers minor injuries, and his movement is inhibited mildly (halve maximum running speed) |
| Wounded |
-2 |
Character suffers significant damage, and he may not run (though she may still walk) |
| Mauled |
-2 |
Character is injured badly, and he may only hobble about (three yards / turn) |
| Crippled |
-5 |
Character is catastrophically injured, and he may only crawl (one yard / turn) |
| Incapacitated |
n/a |
Character loses consciousness from the pain and trauma. No actions are possible |
| Dead |
n/a |
Tag 'im, bag 'im, notify his next of kin |
Lethal & Aggravated Damage
Lethal damage can easily be deadly, hence the name. Lethal wounds bleed,
become infected or otherwise continue to worsen on their own. Only Life
magic or medical treatment can prevent such problems. Any lethal damage
beyond the Hurt damage level requires medical treatment to prevent the
wounds from degrading.
Untreated lethal wounds worsen by one level of lethal damage per day. If
severe wounds go untreated long enough, the character will die. However,
any successes on an Intelligence + Medicine roll will stabilize the wound
sufficiently so that it can heal normally. Even after initial first-aid has
been administered, characters who have been reduced to Crippled or
Incapacitated require frequent medical attention in order recover fully.
Incapacitated characters require constant attention to keep them clean and
fed since they are essentially helpless and immobile. If a character
Incapacitated by lethal damage receives any further damage (of any sort), he
dies.
| Health Level |
Recovery Time |
| Bruised |
One day |
| Hurt |
Three days |
| Injured |
One week |
| Wounded |
One month |
| Mauled |
Two months |
| Crippled |
Three months |
| Incapacitated |
Five months |
If a highly skilled physician (four or more dots in Medicine) treats the
character with access to the best modern medicinal techniques he recovers
each health level at two categories faster on the health chart. If this
treatment is interrupted, normal healing rates apply. Of course, the proper
use of Life Effects can speed healing time greatly.
Magic Stats Tables
The following tables are all sourced from Mage 2nd edition, and in
general, most of the magic will follow the second edition rules.
However, resonance (which was mentioned in 2nd but not described) will
be used in the game.
Correspondence Ranges
| Successes |
Range |
Connection |
| 1 |
Line of sight |
Blood relation or body sample |
| 2 |
Very familiar (home, office, etc.) |
Best friend; prized possession |
| 3 |
Familiar (local mail) |
Co-worker; possession |
| 4 |
Visited once |
Acquaintance; Anything used once |
| 5 |
Saw or heard about it |
Stranger; item touched once |
| 6 |
Anywhere on Earth |
No connection |
Magic Difficulties
Note: Max modifier is +/- 3
| Activity |
Modifier |
| Researches lore on subject before using magic |
-1 to -3 (ST decides) |
| Has item resonating with targets essence (sympathetic magic) |
-1 to -3 |
| Near a node |
-1 to -3 |
| Uses a unique or special focus for the magic |
-1 |
| Uses focus without needing it |
-1 |
| Extra time spent on magic |
-1 |
| Spending a point of quintessence |
-1 per point (max 3/turn) |
| Using Tass with appropriate resonance |
-1 |
| Using Tass with opposed resonance |
+1 |
| Fast Casting |
+1 |
| Distant or hidden subject |
+1 |
| Mage distracted |
+1 to +3 |
| Mage in conflict with Avatar |
+1 to +3 |
| Domino effect |
+1 to +3 |
| Monumental feat (e.g. pulling moon from orbit) |
+1 to +3 |
Magical Damage and Duration
| Successes |
Damage |
Duration |
| 1 |
none |
one turn |
| 2 |
successes |
one scene |
| 3 |
successes x 2 |
one day |
| 4 |
successes x 2 |
one story |
| 5 |
successes x 2 |
six months |
| 6+ |
successes x 3 |
ST decides |
Notes:
- Forces add one success when used for inflicting damage e.g.
3 successes gives 8 damage: (3+1)*2
- Mind subtracts one success when used for inflicting damage.
- Direct Entropy attacks do no damage at all until level four
(sphere level four), but incidental attacks (crumbling walls,
etc.) inflict normal damage.
Magical Feats
| Successes |
Feat |
Description |
| 1 |
Simple Feat |
Changing the colour of your own eyes, lighting
a candle, using Mind magic to sense someone nearby, conjuring
a business card.
|
| 2 |
Standard Feat |
Changing your own shape, causing an oil lamp to explode,
influencing someone's mood with Mind magic, conjuring a
ball of flame.
|
| 3 |
Difficult Feat |
Transforming into something bigger or smaller than yourself,
igniting a gasmain, deep-reading someone's mind, conjuring
a chainsaw.
|
| 4 |
Impressive Feat |
Changing someone else's shape, blowing up a house,
taking over someone's mind, conjuring a car, making
yourself disappear.
|
| 5-10 |
Mighty Feat |
Turning someone into sludge, incinerating an armoured tank,
obliterating someone's mind, conjuring a mythic beast,
making all furniture in a room disappear.
|
| 10-20 |
Outlandish Feat |
Turning a room full of people into sludge, igniting a
warships weaponry, Mind-controlling a horde of madmen,
conjuring a demon, making a mansion disappear.
|
| 20+ |
Godlike Feat |
Making a skyscraper disappear, finding one particular person
in New York using Mind magic, summoning a horror from the
Deep Umbra, levitating a mountain, creating a Horizon Realm.
|
Sphere Effects
Correspondence
| Level |
Effects |
| 1 |
Immediate spatial perceptions |
| 2 |
Sense space, touch space |
| 3 |
Pierce space, seal gate, co-locate perception |
| 4 |
Rend space, co-locate self |
| 5 |
Mutate localities, co-location |
|
|
Entropy
| Level |
Effects |
| 1 |
Sense fate & fortune |
| 2 |
Control probability |
| 3 |
Affect predictable patterns |
| 4 |
Affect life |
| 5 |
Affect thought |
|
Forces
| Level |
Effects |
| 1 |
Perceive forces |
| 2 |
Control minor forces |
| 3 |
Transmute minor forces |
| 4 |
Control major forces |
| 5 |
Transmute major forces |
|
|
Life
| Level |
Effects |
| 1 |
Sense life |
| 2 |
Alter simple patterns, heal self |
| 3 |
Alter self, heal life, transform simple patterns, create simple patterns |
| 4 |
Alter complex life patterns, transform self |
| 5 |
Transform complex life patterns, create complex life patterns, perfect metamorphosis |
|
Matter
| Level |
Effects |
| 1 |
Mater perceptions |
| 2 |
Basic transmutation |
| 3 |
Alter forms |
| 4 |
Complex transmutation |
| 5 |
Alter properties |
|
|
Mind
| Level |
Effects |
| 1 |
Sense thoughts and emotions, empower self |
| 2 |
Read surface thoughts, mental impulse |
| 3 |
Mental link, walk among dreams |
| 4 |
Control conscious mind, astral projection |
| 5 |
Control subconscious, forge psyche |
|
Prime
| Level |
Effects |
| 1 |
Etheric senses |
| 2 |
Weave odyllic force, fuel pattern |
| 3 |
Channel quintessence |
| 4 |
Expel base energy |
| 5 |
Alter flow |
|
|
Spirit
| Level |
Effects |
| 1 |
Spirit sight, spirit sense |
| 2 |
Touch spirit, manipulate gauntlet |
| 3 |
Pierce gauntlet, rouse & lull spirit |
| 4 |
Rend gauntlet, seal breach, bind spirit |
| 5 |
Forge ephemera, outward journeys |
|
Time
| Level |
Effects |
| 1 |
Time sense |
| 2 |
Past sight, future sight |
| 3 |
Time contraction, time dilation |
| 4 |
Time determinism |
| 5 |
Future travel, time immunity |
|
|
|
Spirit Gauntlet Difficulty
| Area |
Difficulty |
Successes needed |
| Node |
3 |
1 |
| Deep wilderness |
5 |
2 |
| Rural countryside |
6 |
3 |
| Most urban areas |
7 |
4 |
| Downtown |
8 |
5 |
| Technocratic lab |
9 |
5 |
Time Effects
Note: These do not affect the magic duration chart, this table
covers the specific time span covered by a time effect rather than a
general effect.
| Successes |
Effect Time Span |
| 1 |
Within a year |
| 2 |
Five years |
| 3 |
20 years |
| 4 |
50 years |
| 5 |
100 years |
| 6 |
500 years |
| 10+ |
1000+ years |