~ASPECTS OF THE PHYSICAL ~

     What you are going to find below are not so much additions to the Vampire: the Masquerade rules as extrapolations. In other words - I did the math and made a table out of it... some of the information is slightly corrected for considerations of basic laws of physics that will NOT be ignored. But for the most part this is directly based on the information provided by White Wolf Game Studio. - SirDare

...however... if Sharp Pointy things are more your style...
...visit my Blades and Archaic Weapons discourse.
...and if you insist that the Gun is a more practical weapon,
...feel free to visit my Firearms Discourse.

 

~ S T R E N G T H ~

Kindred Normal Strength Die Pool : Strength + Potence ( if possessed )
Kindred Focused Strength Die Pool : Strength + Will + Potence ( if possessed )
Kindred Feat Strength Die Pool : Strength + Will + Blood Points + Potence ( if possessed )

Die Pool

Average Lift

Die Pool

Average Lift

Die Pool

Average Lift

1

40 lbs

11

2,000 lbs

21

12,000 lbs

Feat:

Crush a beer can.

Feat:

Punch through 1/4" sheet metal.

Feat:

Break a 1" iron bar.

2

100 lbs

12

3,000 lbs

22

13,000 lbs

Feat:

Break a chair.

Feat:

Break a metal lamp post.

Feat:

Rip 1/4" sheet metal like paper.

3

250 lbs

13

4,000 lbs

23

14,000 lbs

Feat:

Break down a wooden door.

Feat:

Throw a car.

Feat:

Punch through reinforced concrete.

4

400 lbs

14

5,000 lbs

24

15,000 lbs

Feat:

Break a 2"x 4" board.

Feat:

Throw a small van.

Feat:

Punch through a safe door.

5

650 lbs

15

6,000 lbs

25

16,000 lbs

Feat:

Break open a metal fire door.

Feat:

Throw a full-sized van.

Feat:

Stop a rolling car easily.

6

800 lbs

16

7,000 lbs

26

17,000 lbs

Feat:

Throw a motorcycle.

Feat:

Throw a pickup truck.

Feat:

Snap a railroad tie in the hands.

7

900 lbs

17

8,000 lbs

27

18,000 lbs

Feat:

Flip over a small car.

Feat:

Punch through an Armored Car.

Feat:

Tip a city bus.

8

1,000 lbs

18

9,000 lbs

28

19,000 lbs

Feat:

Break a three-inch lead pipe.

Feat:

Tip a moving van.

Feat:

Throw a semi tractor.

9

1,200 lbs

19

10,000 lbs

29

20,000 lbs

Feat:

Punch through a cement wall.

Feat:

Tip a semi tractor.

Feat:

Punch through heavy Military Armor.

10

1,500 lbs

20

11,000 lbs

30

21,000 lbs

Feat:

Rip open a steel drum.

Feat:

Punch through light Military Armor.

Feat:

Throw a city bus.
 ~ STRENGTH ~ SPEED ~ LEAPING ~ FALLING/DROPPING ~
~ HAND to HAND DAMAGE ~ ASPECTS of GENERATION ~

~ S P E E D  ~

Kindred General Speed Die Pool : Celerity (if possessed) + 1 (Celerity always adds to normal speed of 1)
Kindred Focused Speed Die Pool : Celerity (if possessed) + Blood Points + 1
1 15 mph  
( normal athletic human )
11 165 mph 
( Lamborghini speed )
21 315 mph 
2 30 mph  
( average horse )
12 180 mph 
( terminal velocity ) *
22 330 mph 
3 45 mph 
( fast racehorse )
13 195 mph 
(fastest production car - street) 
(Ferrari F40 )
23 345 mph 
4 60 mph 
( cheetah )
14 210 mph 
( fastest production car - track) 
(Jaguar XJ220)
24 360 mph 
5 75 mph 
( highway vehicle speed )
15 225 mph 
( stock car racing speeds )
25 375 mph 
6 90 mph 
( too fast for the human eye at close range )
16 240 mph 
( fastest stock cars )
26 390 mph 
7 105 mph 
( common small car maximum )
17 255 mph 
( combat helicopter speeds )
27 405 mph 
8 120 mph 
( common full-szed car maximum )
18 270 mph  28 420 mph 
9 135 mph 
( common sport car maximum )
19 285 mph  29 435 mph 
10 150 mph 
( common high-performance car maximum )
20 300 mph 
( 12 second mile )
30 450 mph 
( fighter-aircarft cruising speeds)
* speeds beyond terminal velocity will cause heating of skin and clothes.
  ~ STRENGTH ~ SPEED ~ LEAPING ~ FALLING/DROPPING ~
~ HAND to HAND DAMAGE ~ ASPECTS of GENERATION ~

~ L E A P I N G  ~

Kindred Basic Leap Die Pool : Strength + Athletics + Potence (if possessed)
Kindred Focused Leap Die Pool : Strength + Athletics + Blood Points + Potence (if possessed)

Die

Height

Distance

Die

Height

Distance

Die

Height

Distance

1

1'

3'

11

22'

44'

21

42'

84'

2

2'

4'

12

24'

48'

22

44'

88'

3

3'

6'

13

26'

52'

23

46'

92'

4

5'

10'

14

28'

56'

24

48'

96'

5

7'

14'

15

30'

60'

25

50'

100'

6

10'

20'

16

32'

64'

26

52'

104'

7

13'

26'

17

34'

68'

27

54'

108'

8

16'

32'

18

36'

72'

28

56'

112'

9

18'

36'

19

38'

76'

29

58'

116'

10

20'

40'

20

40'

80'

30

60'

120'

~UN-HARMED DROPPING DISTANCE ~

( It is common knowledge that a person can drop to the ground from a greater height than they can leap - provided they land on their feet.)

Kindred Dropping Distance Die Pool : Stamina + Athletics + Fortitude (if possessed) + Blood Points

1

5'

 

14

72'

6 story office/apt

27

139'

 

2

10'

1 story house

15

77'

 

28

145'

12 story office/apt

3

15'

1 story office/apt

16

83'

7 story office/apt

29

150'

 

4

21'

2 story house

17

88'

 

30

155'

13 story office/apt

5

26'

2 story office/apt

18

93'

 

31

160'

 

6

31'

3 story house

19

98'

8 story office/apt

32

165'

 

7

36'

3 story office/apt

20

103'

 

33

170'

14 story office/apt

8

41'

4 story house

21

108'

9 story office/apt

34

176'

 

9

46'

 

22

114'

 

35

181'

15 story office/apt

10

52'

4 story office/apt

23

119'

10 story office/apt

36

186'

 

11

57'

 

24

124'

 

37

191'

16 story office/apt

12

62'

5 story office/apt

25

129'

12 story office/apt

38

196'

 

13

67'

 

26

134'

 

39

201'

17 story office/apt

By refering to the distances - this table can also be used as a guide to falling damage - with the die listing being the damage taken.
  ~ STRENGTH ~ SPEED ~ LEAPING ~ FALLING/DROPPING ~
~ HAND to HAND DAMAGE ~ ASPECTS of GENERATION ~

~ H A N D   to   H A N D   D A M A G E ~

Kindred Basic Unarmed Damage Die Pool : Strength + Potence (if possessed)
Kindred Focused Unarmed Damage Die Pool : Strength + Will + Potence (if possessed)
Kindred Maximum Unarmed Damage Die Pool : Strength + Will + Blood Points + Potence (if possessed)

 1

Shatter a house window

Crush a skull

 17

Punch through an armored vehicle panel

25 

 

33

 2

Break a nose

 10

Puncture a chest cavity

 18

 

 26

 

34

 3

Crack a rib 

 11

 Kill mortals with a single blow

 19

 

 27

 

35

Punch through light Tank Armor

 4

Shatter a car side window 

 12

Punch through a vehicle body panel

 20

Punch through light Military Armor

 28

 

36

 5

Punch through a house door

 13

 

 21

 

 29

37

 6

Snap or dislocate bone

 14

 

 22

 

 30

Punch through heavy Military Armor

38

 7

Fracture a skull 

 15

Punch completely through a torso

 23

Punch through reinforced concrete

 31

 

39

 8

Smash ribs 

 16

 

 24

Punch through a safe door

 32

 

40

Punch through heavy Tank Armor
 ~ STRENGTH ~ SPEED ~ LEAPING ~ FALLING/DROPPING ~
~ HAND to HAND DAMAGE ~ ASPECTS of GENERATION ~

~ A S P E C T S  of  G E N E R A T I O N ~

Generation

Maximum Trait Score

(excepting Will)

Blood Pool Size

Blood Points

Usable per Turn

1

10

100

20

2

10

80

15

3

10

65

12

4

9

50

10

5

8

40

8

6

7

30

6

7

6

20

5

8

5

15

3

9

5

14

2

10

5

13

1

11

5

12

1

12

5

11

1

13

5

10

1

14

5

9

1

 ...however... if Sharp Pointy things are more your style...
...visit my Blades and Archaic Weapons discourse.
...and if you insist that the Gun is a more practical weapon,
...feel free to visit my
Firearms Discourse.
- Contributed by: SirDare -
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