Modifiers | Difficulty | Dice |
---|---|---|
Point Blank (x1/2) | 4 | One success to hit |
Short Range (x1) | 6 | Two success to hit |
Medium Range (x2) | 7 | Three successes to hit |
Long Range (x4) | 8 | Four successes to hit |
Extreme Range (x8) | 9 | Five successes to hit |
Reduced visibility | -- | +2 to +4 |
Changing action | +1 | |
Kneeling | -1 | |
Prone | -2 | |
Supported position | -1 | |
Target prone | +2 | |
Target behind pole(arm) | +4 | |
Target behind wall | +5 | |
Target is small (Head) | +6 | |
Target is tiny (eyes) | +8 | |
Target moving | +1 per 2.5 mph | |
Firing Double Action | +1 | |
Aiming | -- | +1 per round, Max=PER |
Scope | -- | +1 per 4X |
Multiple Shots | +1/shot | +1 per shot |
Covering fire | +1 per yard | +1 per shot |
Flank attack | -1 | Critical on 9 or 10 |
Rear attack | -2 | Critical on 8, 9 or 10 |
Multiple opponents | +1 per additional | |
Called shots | +2 to 9/size | +Dex to damage for Melee/Brawl attacks |
Laser sights | -- | +2 dice for short and medium range only! |
The World of Darkness is the default setting for DEEP BLACK. While supernatural creatures (SNB's: Super-Natural Beings) control the night, they are not all that exists. There exist Super Powered Beings (SPB's) as well. These are created by either using the Trinity/AEON/Abberant rules OR by having normal humans (not including Hunters/Ghouls/Revenants who already have rules concerning thier creation) buy powers/disciplines/gifts/etc. from any of the books, but they are powered by willpower only. This works perfectly fine for "street level" games.
Instead of Health Levels, we have Damage Capacity. Mulitply Stamina by 10 to get the DC for a human. For other beings, add 3 to the number of Health Levels and mulitply by Stamina. The following chart replaces the Health Levels of WW.
Full Damage Capacity -0 to dice pools
3/4 Damage Capacity -1 to dice pools
1/2 Damage Capacity -3 to dice pools
1/4 Damage Capacity -5 to dice pools
0 Damage Capacity Unconscious
-1/4 Damage Capacity Roll on the Critical Injury Charts
-1/2 Damage Capacity Dead
Some caveats that must be taken into account:
Some beings can regenerate one or more levels per round. These beings (vampires, werewolves, certain powers, etc.) do not die until they spend 1 full round at -1/2 DC or below.
Wraiths DC is Stamina x 13 instead of x 10.
Beings that do not feel pain take only 1/2 of the penalty listed. -0 at full and 3/4, -1 at 1/2, and -2 at 1/4. Unconsciousness is caused more by physiological effects than pain.
At a cost of 1 Willpower per round, pain effects may be negated.
At a cost of 1 Willpower per round, unconsciousness may be ignored no matter how injured (until -1/2 is reached whereupon death is instantaneous).
Once unconscious, Willpower may not be used!
Undead creatures suffer only 1/2 penalties, do not fall unconscious or die. At -1/2 DC they will fall apart (for lesser undead) or fall into torpor (vampires). Final death will not be reached until a vampire has taken -Full DC. At that point the body is completely destroyed and can not be repaired.
A rough conversion from Health Levels to Damage Capacity is 1 HL = 10 DC.
No beings can soak any damage unless they have armor, a gift, power or discipline that allows them to soak damage. The Soak roll is mulitplied by 10 to equal Stopping Power (SP). This Stopping Power is automatically subtracted from the damage caused in an attack, any remaining damage is applied to the target.
Make sure to check out the new damage ratings for weapons!
There are 4 Damage Levels. The first level is Structural Damage Capacity (SDC). This is the level that is used for humans and most biologicals, although for most objects it is just called Damage Capacity, the "structural" is understood. The second level is Vehicular Damage Capacity (VDC). This is used for light mechanical objects such as cyborgs and unarmored vehicles. The next level of damage is Mega Damage Capacity (MDC). This level is used for heavy armored vehicles and large objects like buildings. The fourth level is Ultra Damage Capacity (UDC). This is used for large, heavily armored objects that are only really vulnerable to nuclear weapons.
Weapons can only damage objects 1 level of damage higher than the damage level of the weapon. Small arms and melee weapons (which cause DC) can damage DC and VDC objects. Autocannons and gatling guns (which cause VDC) can damage DC, VDC and MDC structures. Artillery and tank guns cause MDC will damage SDC, VDC, MDC and UDC. Nuclear weapons, fusion weapons, heavy particle cannons, nova triggers cause UDC and can damage anything.
1 VDC = 10 SDC 1 MDC = 10 VDC = 100 DC 1 UDC = 1000 MDC!
The caveat to damaging an object that is of higher level than the damage level of the weapon is that damage must be a full 10 points of damage in order to damage it one level. This means that:
17 SDC = 1 VDC
29 SDC = 2 VDC
399 SDC = 39 VDC = 3 MDC
777 MDC = 0 UDC! (But it is 7770 VDC!)
1987 MDC = a measly 1 UDC (that amount of damage is equivalent to 8 M1E2 Abrams Main Battle Tanks!)
DC is used for most man sized objects. The average human has 20 DC (SDC) before lapsing into unconsciousness, and able to take an additional 10 points before dying. The most DC that an unaugmented human can have is 50 points till unconsciousness, with an additional 25 points before death. SP is used against DC attacks and has a maximum rating of 225 SP which will stop 225 DC or 22 VDC or 2 MDC. When working against MDC weapons, armor functions mostly as an effect of mass and that much mass must be built into the load bearing structure of the object and not a mere collection of add-on plates or after-market accessories.
VDC is used for vehicles, an average large sized sedan with a strong frame has 30 VDC, or 300 SDC (3 MDC). The aforementioned car can be damaged by small arms (damage divided by 10, round down) and also by heavy vehicular weapons such as 120mm cannons (2d6x10 MD or up to 1200 VD!).
An M1 Abrams (a 65 ton tank with a 120mm cannon) has a SP of 225 and 120 MDC. Simply by virtue of being an MDC structure, it is impervious to small arms (anything less than .50 caliber, or 10d10 SD/1d10 VD). Unless something inflicts 100 points of damage to it in 1 attack (each bullet in a burst counts as a seperate attack as the damage is rolled independently), it cannot be damaged. It may only be hurt by a single attack doing exact multiples of 10 VD (100 SD), not 9 VD or even 99 SD.
A new stat is that of Vehicular Strength. 1 point of VSTR equals 10 dots of Strength. Every point of VSTR inflicts 1d10 SD (or 1 HL) for every 10 mph of impact speed. This damage is inflicted to the vehicle and the object being hit, as well as 1/2 of the damage being inflicted to the occupants of the vehicle. Safety devices reduce the damage by the following amounts:
Seatbelts: -10
Shoulderbelts: -15
Four and five point harnesses: -20
Air bags: -20
Crumple zones: reduce the total damage to passengers by 1/2, double the damage to the vehicle.
This is a list of the VSTR ratings of various vehicles:
Motorcycle: 1
Small Car: 1.5
Medium Car: 2
Heavy Car: 2.5
Pickup Truck: 3
18-wheeler: 4
Tank: 5
Mecha: 3
Powered Armor: 1.5
Determining damage for powered armor/mecha is VSTRd10 x 10 for a punch and VSTRd10 x 20 for a kick.
Instead of differentiating between Talents, Skills and Knowledges, I just lump them all together and call them skills.
There are several levels of character that can be created with the WW system. These are the ones that I have created and tried out:
Inexperienced Human, age range= 15-18
Attributes: 5/4/3
Total Skills: 15 dots
Backgrounds: 2
Freebie points: 25
Average Human, age range= 19-25
Attributes: 6/4/3
Total Skills: 20 dots
Backgrounds: 3
Freebie points: 21
Experienced Human, age range: 26-30
Attributes: 6/5/3
Total Skills: 24 dots
Backgrounds: 4
Freebie points: 17
Seasoned Human, age range= 30-40
Attributes: 7/5/3
Total Skills: 27 dots
Backgrounds: 5
Freebie points: 15