Combat Rules
- December 17th, 2009
- By Raven
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Vampire – Quick and Easy Combat
Aggravated Wounds –
Vampire – Claws or teeth of supernatural creatures, Fire, Sunlight
Lupine – Claws or teeth of other supernatural creatures, Silver
Mage – All supernatural Damage
Fairies, Ghosts, Spirits, Demons – Can only be affected by Supernatural Damage
Soaking Damage –
Vampire Soak rolls – Non-aggravated damage – STA + Fortitude
Vampire Soak rolls – Aggravated damage – Fortitude only
Lupines Soak rolls – Non-aggravated – STA + Gifts
Lupines Soak rolls – Aggravated Damage – Gifts only
Mage Soak rolls – All Supernatural Damage – spells
Mage Soak rolls – All Mundane Damage – spells + STA
Fairies, Ghosts, Spirits, Demons – Ignore mundane dmg – action varies by supernatural dmg
Actions –
* Split – Split actions are allowed by splitting the dice pool
* Attack – Attack using STA + Skill – Tar based on action/weapon
* Dodge – Get out of the way – Roll DEX + Dodge (T6 + Modifiers)
* Run away – Roll DEX + Dodge to see if you can effectively run away (T6 + Modifiers)
* Hold Action – you can choose to hold your action until your opponent or someone else goes. If you do not use your held action by the end of the turn, you lose it.
* Heal – a vampire can choose to use 1 blood point to heal 1 non-aggravated health level during an action. If this happens the vampire does nothing more than heal that turn.
* Surprise – when you get surprise on an opponent or he gets surprise on you, the party who got surpise off gets to go first. This means you get 1 action and then we roll initiative.
Basic Combat Rules
- All melee and brawling attacks will require 1 success to hit the target. m If you botch I will get creative on what happened to you – this means you may have fallen down or may not even hurt yourself.
- CRITICAL HITS (MELEE): (house rule) If you roll successes more than target’s DEX with brawling or melee attacks, additional successes will add to your damage pool.
- CRITICAL HITS (MAGICAL OR MENTAL): (house rule) If you roll successes more than target’s STA or WITS (Depending on the spell) with Magickal attacks, additional successes will add to your damage pool.
- All Firearms attack will require 1 success to hit the target. Additional successes DO NOT add to your damage pool.
- To dodge an attack, you roll your DEX + Dodge and must match or exceed your attacker’s attack successes. This is also true for firearms attacks – you must dodge all successes of your opponents firearms – although they only need 1 to hit you (its not easy to dodge a bullet!).
- Extra actions taken (and blood spent) must be declared at the start of your turn. If you do not declare it before initiative, you can’t have the extra turns.
- If you change the action you were doing after you declared a different action that required blood/willpower to be spent, you STILL spend the blood/willpower plus you are at a -1 to the action you changed to.
- Celerity – each 1 dot adds an additional action – you MUST spend 1 blood point to use this discipline. So if you have a Celerity of 2, you will receive 3 actions – your base action and 2 extra ones. You do not have to take all actions, but they are lost at the end of the turn. If you are out of blood points, you cannot use Celerity.
- Potence – Automatic successes in all melee and brawling.
- Fortitude – adds to your soaking pool for all damage
- Vampires only – you can pump blood into any physical stats at the start of your turn. This lasts for your entire combat scene.
- House Rule – Hitting Targets – High Dexterity people are VERY hard to hit. For every natural Dex point 5+ that a player or NPC has adds 1 to your target number to hit. Natural Dex means not pumped up with blood!
- REMEMBER: Blood spent per turn is limited by your GENERATION! You can’t just spend blood like a madman!
The mechanics of a Combat Scene
- Roll initiative – 1d10 + Dex
- When your turn comes, you can choose an action
- Roll dice necessary for your actions
- Soak your damage or make dodge rolls
- Repeat actions for those with second and third actions.
- Rinse and Repeat
Melee Weapons Table – add +1 for each point of dex 5+
|
Weapon |
Difficulty |
Damage |
|
Sap |
4 |
STR |
|
Club |
4 |
STR + 1 |
|
Knife |
4 |
STR + 1 |
|
Foil |
5 |
STR + 3 |
|
Sabre |
6 |
STR + 4 |
|
Axe |
7 |
STR + 5 |
|
Stake |
6 |
STR + 2 |
Brawling Table – add +1 for each point of dex 5+
| Close Combat Maneuvers Table | ||||
| Maneuver | Traits | Accuracy | Difficulty | Damage |
| Bite | Dex + Brawl | +1 | Normal | Str+1 (A) |
| Block | Dex + Brawl | Special | Normal | (R) |
| Claw | Dex + Brawl | Normal | Normal | Str+1 (A) |
| Clinch | Str + Brawl | Normal | Normal | Str (C) |
| Disarm | Dex + Brawl | Normal | +1 | Special |
| Dodge | Dex + Dodge | Special | Normal | (C) |
| Hold | Str + Brawl | Normal | Normal | Str+1 |
| Kick | Dex + Brawl | Normal | +1 | Str+1 |
| Parry | Dex + Melee | Special | Normal | (R) |
| Strike | Dex + Brawl | Normal | Normal | Str |
| Sweep | Dex + Brawl/Melee | Normal | +1 | Str (K) |
| Tackle | Str + Brawl | Normal | +1 | Str+1 (K) |
| Weapon Strike | Dex + Melee | Normal | Normal | Weapon |
| (A): The maneuver inflicts aggravated damage. | ||||
| (C): The maneuver carries over on successive turns. | ||||
| (K): The maneuver causes knockdown. | ||||
| (R): The maneuver reduces an opponent’s attack successes. | ||||
Mage spells:
- Decide which Spheres
- Coincidental (Hsphere + 3), Vulgar w/o Witness (Hsphere + 4), Vulgar w/ Witness (Hsphere + 5)
- Roll Arete – 2 or more successes are generally needed
- Willpower can be spent for 1 auto-success
- Quintessence can be spent – 1 auto-success per quintessence
- Mage with less than 1 quintessence cant cast spells.