Tag: Hacks

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  • Murder Systems

    h1. "Dudes of Legend" Page 11 bq. You know what happens when you kill a goblin in every fantasy game ever? You get experience points and phat loot. You know what happens when you stab a taxi driver in the World of Darkness? You probably get a …

  • Aggravated Called Shots

    h1. +Armory: Reloaded+ Page 150 bq. A called shot to the head, using any kind of weapon or firearm, inflicts _aggravated damage_. An unarmed strike to the head still inflicts bashing damage, unless the character has some way to inflict lethal hand …

  • Area Effect Shotguns

    h1. +Armory: Reloaded+ Page 150 bq. When you fire a shotgun at a target less than five yards away, you may make a second attack against anyone standing within two yards of the target as a reflexive action. These secondary attacks use one half the dice …

  • Automatic Damage

    h1. +Armory: Reloaded+ Page 151 bq. The damage modifier on a gun does not add dice to the roll to hit. Rather, the damage is applied automatically provided that the Dexterity + Firearms roll is successful. For instance, if a character with Dexterity 2 …

  • Catch-22

    h1. +Mirrors+ Page 18 bq. Normally, characters are created with the 11/7/4 dot spread. The standard system is good at encouraging rounded characters but does run into problems when you have trouble trying to fit the idea of adding Animal Ken or some …

  • Catch the Blade

    h1. +Armory: Reloaded+ Page 152 bq. Characters with at least three dots in Brawl _or_ a Brawl-based Fighting Style do not lose half their Defense when fighting unarmed against armed opponents in melee combat. This hack obviously only applies if you are …

  • Faster Healing

    h1. +Armory: Reloaded+ Page 152 bq. Human characters heal at double the usual rate: one point of bashing damage every 8 minutes, one lethal wound in one day and one aggravated wound in four days. Supernatural characters with an accelerated healing rate …

  • The Greatest Swordsman is the One Who Survives

    h1. +Armory: Reloaded+ Page 153 bq. When a character engages in melee combat with similarly armed opponents (for example, an unarmed combatant facing another unarmed foe or a swordsman facing off against enemies armed with axes, clubs or other melee …

  • Guns With Kick

    h1. +Armory: Reloaded+ Page 153 bq. All firearms with a Damage rating of 3 gain the Knockdown property (World of Darkness Rulebook page 168). Firearms with a Damage rating of 4 or higher gain the new [[Knockback]] property, described in the link. * …

  • Haymakers for All

    h1. +Armory: Reloaded+ Page 153 bq. Any Brawl attack that inflicts damage equal to, or in excess of, the target's Size causes the target to lose his next action. Replace the effect of the Body Blow maneuver from Fighting Style: Boxing with the …

  • Hollywood Ammo

    h1. +Armory: Reloaded+ Page 153 bq. Rather than tracking ammunition for character using firearms, guns only run out of ammo on a dramatic failure. Single-shot weapons, like old-fashioned bolt-action rifles or breech-loading shotguns, are not affected …

  • Hollywood Healing

    h1. +Armory: Reloaded+ Page 153 bq. In the movies, that which doesn't kill you... usually doesn't slow you down much. As long as a character can get some brief medical attention, even a wound that would, in real life, require months of painful therapy …

  • Ignore the Rabble

    h1. +Armory: Reloaded+ Page 155 bq. As long as a character makes at least one Brawl or Weaponry attack per turn, do not subtract from her Defense due to multiple attackers until after the character has been attacked a number of times equal to her Brawl …

  • Knife to a Fistfight

    h1. +Armory: Reloaded+ Page 155 bq. When an unarmed character is attacked by someone wielding a melee weapon, the defender applies only one-half of his Defense (round down) against the attack. Merits or supernatural powers that add to Defense are not …

  • Kung Fu Fury

    h1. +Armory: Reloaded+ Page 155 bq. Characters fighting unarmed gain a damage bonus equal to half the dots they possess in any Brawl-based Fighting Style Merit (Boxing, Kung Fu, etc.), effectively turning their hands into weapons. If a character …

  • Meat Shields

    h1. +Armory: Reloaded+ Page 155 bq. When a character's Health track is filled with bashing damage, he is staggered (suffering a -2 penalty to Speed and Defense), but does not need to roll to avoid falling unconscious. When his wounds are filled with …

  • Morale Equals Health

    h1. +Armory: Reloaded+ Page 156 bq. Rather than strictly representing the physical endurance of the human (or inhuman) form, a character's Health track represents a combination of physical endurance, mental fortitude and the will to press on in the …

  • Property Damage

    H1. +Armory: Reloaded+ Page 156 Bq. Reduce the durability of all objects by 1, 2, or 3, depending on how pronounced you want the destruction of the environment to be. The minimum durability for an object is 0. *Rationale:* Cinematic fight scenes often …

  • Shooting Through Cover

    H1. +Armory: Reloaded+ Page 157 Bq. Subtract the Durability of cover material from the shooter's dice pool. For example, someone shooting at a target behind a pane of glass would lose one die from his pool, provided that he had a clear view of his …

  • My Sword is My Armor

    H1. +Armory: Reloaded+ Page 158 Bq. In addition to their damage bonus, melee weapons provide Armor equal to one-half their damage (round down, minimum of one) rating to their user. This Armor rating stacks with that ganted by physical or magical armor. …

  • Sword-Wielding Badass

    H1. +Armory: Reloaded+ Page 158 Bq. As long as a character is armed with a melee weapon, he may apply the lowest of his Dexterity, wits or Weaponry as Defense against Firearms attacks, even when those attacks are made at longer than point-blank range. …

  • Valiant Surge

    H1. +Armory: Reloaded+ Page 160 Bq. Once per chapter, when a character is injured, her player may spend a Willpower point and roll Stamina + Resolve as a reflexive action. For each success she rolls, one point of bashing or lethal damage is immediately …

  • Watch That First Step

    h1. +Armory: Reloaded+ Page 160 Characters suffer one point of bashing damage per _six_ yards fallen. If the character lands in water at least six feet deep, no matter how far she fell, she takes half damage. In addition, landing in water or on a …

  • Stacking Specialties

    h1. +Mirrors+ Page 19 bq. I know what you're thinking. Specialties already represent a narrow focus! True, but let's go ahead and narrow that focus even further. Let's say you have a character that is an expert in the field of geology. You _could_ …

  • Botch This II

    h1. +Mirrors+ Page 222 bq. Okay, [Botch This] was fun, but it maybe creates _too many_ awful cataclysms at your game table. Let's soften the rule. Any time a roll comes up a _failure_ (meaning no successes) and you have "1's" come facing up on one or …

  • Extraordinary Mortals

    This isn't so much a Hack description as it is a bookmark. All mortal characters will be made using the Extraordinary Mortals option given in +Mirrors+ on page 52. Skill Tricks will be purchaseable by mortal characters for 15 experience apiece, to a …

  • All or Nothing

    h1. +Mirrors+ Page 33 bq. Sometimes a single success just doesn't get it done. Sure, you've still succeeded at the roll, but the result is probably nothing spectacular. This option allows you to dump all your remaining Willpower to gamble with …

  • Moral Victory

    h1. +Mirrors+ Page 34 bq. Once you pull the pin on Mr. Grenade, he's no longer your friend, _especially_ if you fumble the throw with a dramatic failure. This option allows you to turn a dramatic failure into a simple failure. True, the roll still …

  • Narrative Elements

    h1. +Mirrors+ Page 34 bq. Generally, the composition of the environment around your characters is completely up to the Storyteller. No matter how badly you need a handy pond or swimming pool to hide from the baying hell-hounds chasing you, if the …

  • Specialty

    h1. +Mirrors+ Page 35 bq. Some Skills require a specific Specialty to avoid the unskilled penalty, even with basic comprehemsion in that Skill. Shooting a rocket-propelled grenade without the Heavy Weapons Firearms Specialty is an example of this, as …

  • Supreme Effort

    h1. +Mirrors+ Page 35 bq. Every story has a turning point at which you simply can't afford to fail. Maybe you have one shot to stake the vampire that's been feeding on your kids or failing a Drive roll along a cliff would result in very bad things. At …

  • Survival

    h1. +Mirrors+ Page 35 bq. The Storyteller just rolled a shit-load of 10s and now you're flipping through the books, making a new character to replace the one that just got dead. This option guarantees survival, at least in the short term. Any time your …

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