Check-In Cheat Sheet

From Dark Prospects Rules
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Ranged Weapon Specifications

Any weapons used to do damage at range.

Thrown Coreless foam-latex <= 12" or an oversize packet wrapped in silver cloth, packets must be >= 8" end to tail. Base 1 damage.
Bows Bows can be any height over 24”. Base 3 damage.
Crossbows Crossbows can be any length. They may fire arrow packets or foam darts, but may not fire heavy foam arrows. Base 3 damage.
Derringers Dart blasters that fire no more than twice before reloading and are designed to be held in one hand. Base 2 damage.
Rifles and shotguns Dart blasters that fire no more than once before reloading and are designed for use with two hands. Base 3 damage.
Revolvers Dart blasters that fire no more than 6 rounds and are designed to be held in one hand. Base 2 damage.
Repeating Rifles Dart blasters that may have cylinders, magazines, or other mechanisms for firing more than once and are designed for use with two hands. No magazine should hold more than 6 rounds and you may not change magazines during gameplay (must use the same magazine). Base 3 damage.
Bullets Bullets can be any foam dart that would fit in a foam dart blaster.
Arrows Arrow packets must be >= 8" end to tail, with a brown cloth tail. You may not use heavy foam arrows. Carrying arrows or arrow packets requires that the carrier prominently display the packets or, preferably, carry a prop quiver on their person. The packet itself need not be brown, but may have a brown streamer as the tail.

Foam dart blasters may only be modified cosmetically. You may not install or upgrade any mechanical parts on your blasters. Blasters may not use batteries to power their loading or firing action and must use either a lever, hammer, or slide/bolt action to chamber a round. Derringers may use pulls, and rifles may use a barrel break chambering action. The weapon must require chambering between each trigger pull.

Thrown Weapons - Do not need to be tagged, but should be shown at check-in if they are not packets. Any character may use a thrown weapon - no skill purchase required. Thrown weapons do 1 base damage and are not affected by Augment.

Dynamite - Dynamite - A special item crafted through Gunsmithing/Ammosmithing 5. Dynamite has multiple uses. The lighting mechanism consists of using a flame prop, Flint and Steel, or a power which lets you call fire damage and calling: "Lighting Dynamite", you may switch to only one hand after the call. Make an audible count of "Burning". Once the effect of your Dynamite fires off, destroy the Dynamite tag.

  • The combat use for Dynamite starts with holding the Dynamite prop in both hands and using the lighting mechanism with a 3 count, then remove the sheath (if there is one) and throw the dynamite at the ground with a bit of force. The discs should shatter apart. Call "Boom Fire 4". If it fails to explode, you may reset the prop and use it again.
  • A single stick of Dynamite can be used to destroy any tagged item. Place a Dynamite prop on top of the item or temporarily attach it to the item, then use the lighting mechanism with a 3 count while moving away from the item. After the count yell "Boom Shatter [name of item]".
  • 10 sticks of Dynamite can be used to disable any Node for 24 hours. Place the bundle of Dynamite at the node and use the lighting mechanism with a 30 count and move at least 30 feet away. Any targets within 30 feet of the dynamite when the Burning count completes will take 4 Fire damage. Use the sig call of "Massive Explosion. Within 30 feet of Dynamite take 4 damage." - it's long, but it matters.

Melee and Natural Weapon Specifications

Natural weapon boffers:

Natural Weapons are always 1-handed with 6" maximum grip. Pommels may extend up to 2 inches past end of grip.
Fist: 8-12" striking surface
Claw: 8-24" striking surface
Tentacle: 24-36" striking surface

Regular weapon boffers:

1-Handed Weapon: 8-24" striking surface, 6" maximum grip
Versatile Weapons: 25-36" striking surface, 10" maximum grip. May be used with 1 or 2 hands.
2-Handed Weapon: Total length >48". You may only strike with striking surfaces. 2h weapons should be declared as having no grip (all padded) or 2 small handhold grips spaced along the length which must both be used at all times so there's a reduced risk of hard strike.

Foam-latex weapons are categorized by their total length:

<36" - 1H
36" - 48" - Versatile
>48" - 2H

Weapon requirements:

All homemade boffers with cores must use a flexible core between 0.5" and 0.75". Epoxy Tubing and PVC are examples of valid materials.
All homemade boffers must use foam with a minimum thickness of 5/8". 3/4" or thicker is preferred.
All homemade boffers that are used with 1 hand may not have a grip length greater than 6", but can have foam pommels that extend beyond this. Pommels may not be used as striking surfaces. Any length up to the maximum weapon length is acceptable; when striking, your foremost hand must be within 2 inches of the padded part of the weapon and the weapon must be controlled.
All foam melee weapons with cores, homemade or not, must include thrust-safe tips. This is a safety feature. A thrusting tip consists of a foam area at the top of the weapon that extends 2-4" past the end of the core and covers the end of the core to prevent coring out, the core of the weapon breaking through the tip of the foam.
All throwing weapons, homemade or not, may not have a core.
Claw boffers must have a white claw painted near the striking tip, or a solid white tip.
Tentacle boffers must have a white stripe running their length.
Staves and other 2 handed weapons must be used with 2 hands. You must keep your foremost hand within 2 inches of the striking surface.

Equipment Costs

When taking the Equipment Background, use the Equipment Buy Value (EBV) for each individual point taken. You may only receive equipment tags for Craft cost at check-in, but you may purchase equipment tags for their Buy value at any time by visiting ST camp.

Gunsmithing/Ammosmithing
Item Skill EBV Craft # Craft $ Buy $
Dynamite Gunsmithing L5 1/2 1 $0.40 $1.60
Heavy Shot ǂ Recipe 1/30 1/10 $0.01 $0.04
Large Firearm Gunsmithing L1 1 1 $0.35 $1.40
Large Repeating Firearm Gunsmithing L3 1 1 $0.45 $1.80
Phosphor Shot ǂ Recipe 1/30 1/10 $0.01 $0.04
Small Firearm Gunsmithing L2 1 1 $0.30 $1.20
Small Repeating Firearm Gunsmithing L3 1 1 $0.40 $1.60
Specialty Ammunition Gunsmithing L4 1/30 1/10 $0.01 $0.04

Weaponsmithing/Armorsmithing
Item Skill EBV Craft # Craft $ Buy $
Armor (1), chest, arm, leg Weaponsmithing L4 1 1 $0.30 $1.20
Long Melee Weapon Weaponsmithing L3 1 1 $0.40 $1.60
Medium Melee Weapon Weaponsmithing L2 1 1 $0.35 $1.40
Small Melee Weapon Weaponsmithing L1 1 1 $0.30 $1.20
Specialty Material (+ wpn) Weaponsmithing L5 1 1 $0.35 $1.40

Carpentry/Fletching
Item Skill EBV Craft # Craft $ Buy $
Bow Carpentry L2 1 1 $0.35 $1.40
Crossbow Carpentry L3 1 1 $0.45 $1.80
Shield Carpentry L4 1 1 $0.50 $2
Specialty Arrows Carpentry L5 & Recipe 1/30 1/10 $0.01 $0.04
Specialty Thrown ǂ Recipe 1/5 1/2 $0.15 $0.60
Stake Carpentry L1 1/2 1 $0.07 $0.28
Other
Item Skill EBV Craft # Craft $ Buy $
Flint and Steel ǂ Recipe 1 1 $0.15 $0.60

Herbalism
Item Skill EBV Craft # Craft $ Buy $
Adhesive Goo Herbalism L4 1/5 1/3 $0.10 $0.40
Alcohol ǂ Recipe 1/20 1/10 $0.005 $0.02
Coca ǂ Recipe 1/3 1/3 $0.07 $0.28
Flame Oil ǂ Recipe 1/3 1/2 $0.09 $0.36
Flame/Poison Arrows ǂ Recipe 1/30 1/10 $0.02 $0.08
Moonshine ǂ Recipe 1/40 1/15 $0.0033 $0.02
Opiate ǂ Recipe 1/3 1/3 $0.07 $0.28
Peyote ǂ Recipe 1/3 1/3 $0.07 $0.28
Philter of Life ǂ Recipe 1/5 1/2 $0.10 $0.40
Potion of Lethargy Herbalism L2 1/5 1/3 $0.07 $0.28
Potion of Strength Herbalism L5 1/5 1/3 $0.11 $0.44
Potion of Weakness Herbalism L5 1/5 1/3 $0.11 $0.44
Sleeping Potion Herbalism L3 1/5 1/3 $0.09 $0.36
Smelling Salts Herbalism L3 1/5 1/3 $0.09 $0.36
The Antidote ǂ Recipe 1/5 1/3 $0.10 $0.40
Tonic of Health Herbalism L1 1/5 1/3 $0.05 $0.20
Tonic of Vitality Herbalism L2 1/5 1/3 $0.09 $0.36
Toxic Mixture Herbalism L1 1/5 1/3 $0.05 $0.20

Locksmithing
Item Skill EBV Craft # Craft $ Buy $
Individual Keys Locksmithing, appropriate level 1/5 1/3 $0.05 $0.20
Lock 1 + 2 keys Locksmithing L1 1 1 $0.30 $1.20
Lock 2 + 2 keys Locksmithing L3 1 1 $0.50 $2
Lock 3 + 2 keys Locksmithing L5 2 1 $0.70 $2.80
Lockpick 1 Locksmithing L2 1/2 1/3 $0.15 $0.60
Lockpick 2 Locksmithing L4 1 1/3 $0.30 $1.20
Lockpick 3 ǂ Recipe 1 1/2 $0.50 $2

Recipes

Certain craftable items require recipes to make. These are designated above by the symbol ǂ. Recipes should get added to the Rituals section of your character sheet when you purchase them. These recipes can be purchased from the following table:

Item Skills EBV Buy $
Alcohol Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) 1 $.75
The Antidote Herbalism 2 + Medicine 1 1 $.50
Coca Herbalism 3 + Medicine 3 2 $1.50
Flame Arrowheads Fletching 4 + Herbalism 2 1 $.75
Flame Oil Weaponsmithing 4 + Herbalism 2 1 $1
Flint and Steel Weaponsmithing 2 + Detection 2 1 $.50
Heavy Shot Gunsmithing 4 + Locksmithing 2 1 $.75
L3 Lockpicks Locksmithing 4 + Weaponsmithing 2 2 $1.50
Moonshine Herbalism 2 + (Gunsmithing 1 or Weaponsmithing 1) 1 $.50
Opium Herbalism 3 + Medicine 3 2 $1.50
Peyote Herbalism 4 + Detection 2 1 $1
Philter of Life Herbalism 4 + Medicine 2 1 $1
Phosphor Ammunition Gunsmithing 3 + Herbalism 2 1 $.75
Poison Arrowheads Fletching 4 + Medicine 2 1 $.75
Specialty Thrown Fletching 3 + Weaponsmithing 3 1 $.75

https://darkprospects.endogaming.net/Characters/builder/?action=restricted

Type Point Cost
Innate Powers / Techniques 4 :: 5 :: 7 :: 10 :: 14
Non-Innate Powers 6 :: 8 :: 11 :: 15 :: 20
Skills 2 :: 3 :: 4 :: 5 :: 6
Backgrounds 3 :: 4 :: 5 :: 6 :: 7
Willpower - maximum value 10 6
Morality (Vampire) - Maximum value 10 3
Energy - no maximum value 3
Abilities 6
$0.30 Additional money 1
Merits Variable, unless specified (*) only purchasable with freebies and flaw points
Flaws Variable, maximum 10 points from Flaws
Abilities
These do not have levels. They allow you to simply do specific mechanical things.
Archery - You may use a bow or crossbow and arrows.
Brawl - You may cause damage with fist boffers, which deal 1 base damage. If you have access to them you may cause damage with claw or tentacle weapons.
Firearms - You may use any gun type.
Melee - You may use wooden or metal weapons of any size.
Shifter Rites - Werewolf/Fera only - You may use Rituals. (Rituals background is also required.)
Crafting Skills
These allow you to make items of some sort at check-in, or to repair items during game. For tradeskills that allow you to craft 1 item per game per level, those enter a pool that you may use to craft any item you can make, not just the items from that skill. Unless explicitly specified any crafted item counts as 1 item. You may craft 1 item per game per level of crafting skills. Purchasing these skills grants access to crafting of the appropriate level, as detailed in the Equipment and Equipment Costs sections. The list of Crafting skills is:
Weaponsmithing / Armorsmithing
Carpentry / Fletching
Gunsmithing / Ammosmithing
Herbalism
Locksmithing
Trapping (COMING SOON!)
Active Skills
These Skills do special things for you in-game with no attached Energy cost.

Detection Upon reaching Level 4 of Detection the timer for Detection skills is reduced by 1/3.

Level 1) Type of DamageType of Damage: Examine a target. You may ask what type of damage caused a target's wounds. Use the sig call: "Detection: What harmed you?" Answers must be vague "Claws" is fine, but "Werewolf claws" is not. This can be used on any target., No Cost, Other, 15 seconds
Level 2) Conscious SearchConscious Search: Maintain a conversation with another character. At the end of this period, you may use the sig call "Detection: Where are your tagged items?" - the target must tell you how many tagged items are on their person, including those in containers, and clearly point to the locations where these items are located., No Cost, Other, 60 seconds
Level 3) Keen EyeKeen Eye: Examine a target. You may ask a target if they are carrying any hidden weapons - use the call: "Detection: are you armed?" - the target must answer if they have any In-Game weapons on them - tagged or otherwise. Please note that thrown weapons and ammunition will cause a yes answer., No Cost, Other, 15 seconds
Level 4) You're Sure Acting FunnyYou're Sure Acting Funny: With a brief study of a target and direct eye contact you may determine if they are under a Mental effect. Maintain eye contact with the target, then use the sig call: "Detection: are you under a Mental effect?", No Cost, Other, 15 seconds
Level 5) ForensicsForensics: Upon discovering an unconscious, dying, or dead target you may spend the described time examining a scene, then you may ask the target what happened during the last minute before they fell. Use the sig: "Detection: Tell me what happened" - the answers should not be exact - "Bob stabbed me" isn't okay, but "I was walking, I stopped to talk to someone and was stabbed in the chest" is fine., No Cost, Other, 15 seconds

Medicine Upon reaching Level 4 of Medicine the timer for Medicine skills is reduced by 1/3.

Level 1) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Bandage, No Cost, Other, 30 seconds, 1 health, bandage prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: hp/dt, No Cost, Other, 15 seconds, ("What are your current health levels?" & "how long do you have left on your death timer?")
Level 2) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Practice, No Cost, Other, 15 seconds, 1 health, bandage prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: drugs, No Cost, Other, 15 seconds, "Are you under the effects of a drug?"
Level 3) StabilizeStabilize: To use Stabilize pantomime life-saving actions on a dying target (please don't actually perform them - that's painful). The target's death timer will freeze as long as you continue to pantomime these actions. Maximum of 10 minutes. Use the count call "Stabilize" and maintain a count as long as you continue., No Cost, Other, variable & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: disease, No Cost, Other, 15 seconds, "Are you under the effects of disease?"
Level 4) HealingHealing: Use the count call "Medicine" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime treating the character with the prop while you count. This skill can never heal the target to more than 2 below their maximum health or bring a character at 0 health back from Dying or Dead.: Advanced, No Cost, Other, 30 seconds, 2 health, medical tool prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: agg, No Cost, Other, 15 seconds, "Have you taken aggravated damage?"
Level 5) SurgerySurgery: Use the count call "Surgery" to heal the target after a count. The count, amount, and any required props are provided on the power descriptor line. Pantomime the actions of surgery while you count. If the target's death timer has not expired at the end of this time you may restore 2 health to them, removing them from the Dying state. Surgery can never heal the target to more than 2 below their maximum health., No Cost, Other, 60 seconds, 2 health, medical tool prop & AssessAssess: Perform a 30 second silent count while examining the target. Afterward, use the sig call: "Asses:" you may now ask the target the question provided on the descriptor line.: poison, No Cost, Other, 15 seconds, "Have you been poisoned?"

Meditation Upon reaching the 4th level of Meditation the timer for Meditation is reduced by 1/2.

Level 1) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 1, No Cost, Self, 10 minutes
Level 2) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 2, No Cost, Self, 10 minutes
Level 3) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 3, No Cost, Self, 10 minutes
Level 4) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 4, No Cost, Self, 10 minutes
Level 5) MeditationMeditation: You may use each of the following effects once per day: Regain the described amount in Willpower (1-5). Reduce all of your taint levels by the described amount. If Mortal, regain 2 times the described amount in Essence. To use any of these effects, find a place to meditate for 10 minutes uninterrupted.: 5, No Cost, Self, 10 minutes

Trapping COMING SOON!

Backgrounds

Income*
This character receives money equivalent to this value at each attended game
Level 1) $0.15/game
Level 2) $0.35/game
Level 3) $0.60/game
Level 4) $0.90/game
Level 5) $1.25/game
Prospecting*
At check-in for each attended game, a player will roll a 6 sided die. The following values correspond to the sides of the die, 1-6. They will receive money equivalent to this value at that session.
Level 1) $0.00/$0.06/$0.09/$0.12/$0.27/$0.45
Level 2) $0.00/$0.14/$0.21/$0.28/$0.63/$1.05
Level 3) $0.00/$0.24/$0.36/$0.48/$1.08/$1.80
Level 4) $0.00/$0.36/$0.54/$0.72/$1.62/$2.70
Level 5) $0.00/$0.50/$0.75/$1.00/$2.25/$3.75
Resources
This character receives money equivalent to this value at their first attended game
Level 1) $0.90
Level 2) $2.10
Level 3) $3.60
Level 4) $5.40
Level 5) $7.50
Equipment
You have some tagged equipment (weapons, etc.) - these items may not be supernatural.
Level 1) 1 item
Level 2) 2 items
Level 3) 3 items
Level 4) 4 items
Level 5) 5 items
Item
You own a supernatural item of some sort. To create an item, please see http://darkprospects.endogaming.net/Custom Items or http://darkprospects.endogaming.net/Items. Relics are considered Level 1 Items. At character creation you may not create more Items than you have levels in the Item Background, and no more than 2 Items may be the same Level.
Level 1) 1 level worth of items
Level 2) 2 levels worth of items
Level 3) 3 levels worth of items
Level 4) 4 levels worth of items
Level 5) 5 levels worth of items
Rituals*
You may use appropriate rituals at the level you have in the rituals background. If taken before character creation you may come in with any number of rituals where the ritual levels total the below values. You can create Custom Rituals using the same chart for Custom Items above. We also have pre-existing Rituals created by your Rules Team, which can be found at game or here: http://darkprospects.endogaming.net/Rituals. Please see the appropriate section of the book to determine if your character can take this Background.
Level 1) 1 level worth of Rituals
Level 2) 3 levels worth of Rituals
Level 3) 6 levels worth of Rituals
Level 4) 10 levels worth of Rituals
Level 5) 15 levels worth of Rituals
Connection*
Hedge Mage only
This Background may be purchased multiple times. Each level of this background allows you to charge a single Talisman at that level while using the Infusion ritual, as well as Connect to an additional single Talisman at that level. Connection may be purchased multiple times. You may have any number of Connection trees at 5 dots each. You may have no more than two Connection trees with fewer than five dots at a given time.
Supernatural Knowledge
You may take this background as many types as you wish - specify the supernatural type of knowledge you would like. This background only applies to what knowledge you come into game with. Any knowledge gained in game is learned in game. Many character types start with "effective supernatural knowledge" - information regarding what knowledge is available can be found in the setting section of the wiki for each character type. If your character has effective supernatural knowledge, add the value of the effective knowledge to the purchased levels. Purchasing levels above 5 has no effect.
Level 1) You know that this type of supernatural exists and may have seen one once.
Level 2) You know the basics - their energy type and loosely know their organizational structure.
Level 3) You know some in-depth information and can name the common clans/tribes/legions. You may purchase specific tribe/clan/legion knowledge for a single supernatural type. The level of that knowledge may not exceed the level of the parent supernatural type’s knowledge.
Level 4) You know everything except the deep, dark secrets.
Level 5) You know all there is to know about this supernatural type.
Totem*
You have a bond via your pack to a Gaian Spirit.
Each rank of this background provides 1 point toward purchasing Powers for your Totem (see the Gaian Spirits section of the Rulebook for information). A Gaian Spirit may not be both a Totem and a Spirit Familiar. Gaian spirits may not take this background.
Spirit Familiar*
You have a personal bond to a Gaian Spirit.
Similar to the Totem background, but for a bond between yourself and a single spirit. Each rank of this background provides 1 point toward purchasing Powers for your Familiar (see the Gaian Spirits section of the Rulebook for information). Only one non-spirit character may be bound to any one spirit this way, and each character may only take this background once. Each rank of this background can be used to help purchase Totem Powers for your bound spirit. A Gaian Spirit may not be both a Totem and a Spirit Familiar. Gaian Spirits may not take this background.

* You may improve the backgrounds: Totem, Spirit Familiar, Income, Prospecting, Rituals, or Connection with experience after character creation. Please note that the Totem and Spirit Familiar backgrounds are *not* mutually exclusive. You may have a Totem (shared with a pack) and a Spirit Familiar (connected only to you) at the same time.