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Post by Tami on Feb 21, 2007 10:21:36 GMT -5
(This is actually under the chapter for Systems and Drama...but since it is about Combat, I gave it it's own thread.)
Combat Systems
Combat in Vampire attempts to capture the drama of violent conflict without downplaying its grim reality. Every effort has been made to create a system true to the dynamics, limitations and viciousness of real combat while still leaving room fro the unique (and often spectacular) elements that vampires bring to it.
The Storyteller should be flexible when arbitrating combat situations; no rules can fully reflect the variety of situations encountered in warfare. If these systems slow the game or cause bickering, don't use them. Combat systems are meant to add depth to the game, not create conflict between the players and the Storyteller.
Describing the Scene
Before each turn, the Storyteller should describe the scene from each character's perspective. Sometimes this will be a wrap-up of the last turn, making what occurred clear to all players. This constant description is essential to avoid confusion.
This is the Storyteller's chance to organize and arrange events so that all goes smoothly when the players interact with the environment she has created. The Storyteller should make her descriptions as interesting as possible, leaving open all sorts of possibilities for characters' actions.
Types of Combat There are two types of combat, each involving the same basic system with minor differences:
* Close Combat: This covers unarmed combat (Dexterity + Brawl) and melee (Dexterity + Melee). Unarmed combat can involve a down-and-dirty Pier Six brawl or an honorable test of skill. Opponents must be within touching distance (one meter) to engage in unarmed combat. Melee involves hand-held weapons, from broken bottles to swords. Opponents must be within one or two meters of each other to engage in melee.
* Ranged Combat: Armed combat using projectile weapons -- pistols, rifles, shotguns, etc. Opponents must normally be within sight (and weapon range) of each other to engage in a firefight.
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Post by Tami on Feb 21, 2007 10:28:39 GMT -5
Combat Turns
In combat, many things happen at virtually the same time. Since this can make things a bit sticky in a game, combat is divided into a series of three-second turns. Each combat turn has three stages -- Initiative, Attack and Resolution -- to make it easier to keep track of things.
Stage One: Initiative
This stage organizes the turn and is when you declare your character's action. Various actions are possible -- anything from leaping behind a wall to shouting a warning. You must declare what your character does, in as much detail as the Storyteller requires.
Everyone, player and Storyteller character alike, rolls one die and adds it to their initiative rating [Dexterity + Wits]; the character with the highest result acts first, with the remaining characters acting in decreasing order of result. If two characters get the same total, the one with the higher initiative rating goes first. If initiative ratings are also the same, the two characters act simultaneously. Wound penalties subtract directly from a character's initiative rating.
Although you declare your character's action now, including stating that your character delays her action to see what someone else does, you wait until the attack stage to implement that action. At this time, you must also state if any multiple actions will be performed, if Disciplines will be activated, and/or if Willpower points will be spent. Characters declare in reverse order of initiative, thus giving faster characters the opportunity to react to slower characters' actions.
All of your character's actions are staged at her rank in the order of initiative. There are three exceptions to this rule. The first is if your character delays her action, in which case her maneuvers happen when she finally takes action. Your character may act at any time after her designated order in the initiative, even to interrupt another, slower character's action. If two characters both delay their actions, and both finally act at the same time, the one with the higher initiative score for the turn acts first.
The second breach of the initiative order occurs in the case of a defensive action (see "Aborting Actions," and "Defensive Maneuvers," on the next page), which your character may perform at any time as long as she has an action left.
Finally, all multiple actions (including actions gained through activating the Discipline of Celerity) occur at the end of the turn. If two or more characters take multiple actions, the actions occur in order of initiative rating. An exception is made for defensive multiple actions, such as multiple dodges, which happen when they need to happen in order to avert attack.
Stage Two: Attack
Attacks are the meat of the combat turn. An action's success or failure and potential impact on the target are determined at this stage. You use a certain Attribute/Ability combination depending on the type of combat in which your character is engaged.
* Close Combat: Use Dexterity + Brawl (unarmed) or Dexterity + Melee (armed).
* Ranged Combat: Use Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
Remember, if your character doesn't have points in the necessary Ability, simply default to the Attribute on which it's based (in most cases, Dexterity).
In ranged combat, your weapon may modify your dice pool or difficulty (due to the rate of fire, a targeting scope, etc.); check the weapon's statistics for details.
Most attacks are made versus difficulty 6. This can be adjusted for situational modifiers (long range, cramped quarters), but the default attack roll is versus 6. If you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens: The weapon jams or explodes, the blade breaks, an ally is hit.
Stage Three: Resolution
During this stage, you determine the damage inflicted by your character's attack, and the Storyteller describes what occurs in the turn. Resolution is a mixture of game and story; it's more interesting for players to hear "Your claws rip through his bowels; he screams in pain, dropping his gun as he clutches his bloody abdomen" than simply "Uh, he loses four health levels." Attacks and damage are merely ways of describing what happens in the story, and it's important to maintain the narrative of combat even as you make the die roll.
Normally, additional successes gained on a Trait roll simply mean that you do exceptionally well. In combat, each success above the first you get on an attack roll equals an additional die you add automatically to your damage dice pool! This creates fatal and cinematic combat.
Combat Summary Chart
Stage One: Initiative
* Roll Initiative. Everyone declares their actions. The character with the highest initiative performs her action first. Actions can be delayed to any time later in the order of initiative.
* Declare any multiple actions, reducing dice pools accordingly. Declare Discipline activation and Willpower expenditure.
Stage Two: Attack
* For unarmed close-combat attacks, roll Dexterity + Brawl.
*For armed close-combat attacks, roll Dexterity + Melee.
*For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
* A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).
Stage Three: Resolution
* Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
* Targets may attempt to soak damage, if possible.
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Post by Tami on Feb 21, 2007 10:29:23 GMT -5
Damage Types
All attacks have specific damage ratings, indicating the number of dice that you roll for the attack's damage (called the damage dice pool). Some damage dice pools are based on the attacker's Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be one of three types.
* Bashing: Bashing damage comprises punches and other blunt trauma that are less likely to kill a victim (especially a vampire) instantly. All characters use their full Stamina ratings to resist bashing effects, and the damage heals fairly quickly. Bashing damage is applied to the Heath boxes on your character sheet with a "/."
* Lethal: Attacks meant to cause immediate and fatal injury to the target. Mortals may not use Stamina to resist lethal effects, and the damage takes quite a while to heal. Vampires may resist lethal damage with their Stamina. Like bashing damage, lethal damage is applied to the Health boxes on your vampire's character sheet with a "/."
* Aggravated: Certain types of attacks are deadly even to the undead. Fire, sunlight, and the teeth and claws of vampires, werewolves and other supernatural beings are considered aggravated damage. Aggravated damage cannot be soaked except with Fortitude, and it takes quite a while to heal. Aggravated damage is applied to the Health boxes on your character sheet with an "X."
Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage, at least before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target. Specifics on applying damage effects are described on pp. 216-218.
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Post by Tami on Feb 21, 2007 10:39:54 GMT -5
Soak
Characters can resist a certain degree of physical punishment; this is called soaking damage. Your character's soak dice pool is equal to her Stamina. A normal human can soak only against bashing damage (this reflects the body's natural resilience to such attacks). A vampire (or other supernatural being) is tougher, and can thus use soak dice against lethal damage. Aggravated damage may be soaked only with the Discipline of Fortitude. Against bashing or lethal damage, Fortitude adds to the defender's soak rating (so a character with Stamina 3 and Fortitude 2 has five soak dice against bashing and lethal damage, two soak dice against aggravated damage).
After an attack hits and inflicts damage, the defender may make a soak roll to resist. This is considered a reflexive; characters need not take an action or split a dice pool to soak. Unless otherwise stated, soak rolls are made versus difficulty 6. Each soak success subtracts one die from the total damage inflicted. As with damage rolls, soak rolls may not botch, only fail.
Example: Liselle the Gangrel has Stamina 3 and Fortitude 1. She is attacked with a knife, and the attacker scores three levels of lethal damage. Liselle may soak this attack with four dice (Stamina 3 + Fortitude 1). She rolls 1, 9, 9, 7. The "1" cancels out one of the successes, leaving Liselle with two. She thus ignores two of the three health levels inflicted by the knife, taking only one level of damage.
Had Liselle been merely human, she would not have been able to soak the (lethal) knife wound at all, and would have taken the full three health levels.
Armor
Simply put, armor adds to your character's soak. The armor's rating combines with your base soak for purposes of reducing damage. Light armor offers a small amount of protection, but doesn't greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.
Armor protects against bashing, lethal and aggravated damage from teeth and claws; it does not protect against fire or sunlight. Armor is not indestructible. If the damage rolled in a single attack equals twice the armor's rating, the armor is destroyed.
Armor types, their ratings and other specifics are described on p. 214.
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Post by Tami on Feb 21, 2007 10:50:33 GMT -5
Combat Maneuvers
These maneuvers give you a variety of choices in combat. Roleplaying combat is more entertaining if you can visualize your character's moves instead of simply rolling dice. Most of these maneuvers take one action to execute.
General Maneuvers
* Aborting Actions: You can abandon your character's declared action in favor of a defensive action as long as your character hasn't acted in the turn. Actions that can be aborted to include block, dodge and parry. A successful Willpower roll versus difficulty 6 (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive on instead. When spending Willpower for an abort maneuver, a character may declare the Willpower expenditure at the time of the abort. A Willpower roll to abort is considered a reflexive, not an action. (See "Defensive Maneuvers," below, for descriptions of block, dodge and parry.)
* Ambush: Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls Dexterity + Stealth in a resisted action against the target's Perception + Alertness. If the attacker scores more successes, she can stage one free attack on the target and adds any extra successes from the resisted roll to her attack dice pool. On a tie, the attacker still attacks first, although the target may perform a defensive maneuver. If the defender gets more successes, he spots the ambush, and both parties roll initiative normally. Targets already involved in combat cannot be ambushed.
*Blind Fighting/Fire: Staging attacks while blind (or in pitch darkness) usually incurs a +2 difficulty, and ranged attacks cannot be accurately made at all. The powers of Heightened Senses (p. 149) and Eyes of the Beast (p. 173) partly or fully negate this penalty.
*Flank and Rear Attacks: Characters attacking targets from the flank gain an additional attack die. Characters attacking from the rear gain two additional attack dice.
*Movement: A character may move half of her running distance (see "Movement," p. 200) and still take an action in a turn. Other maneuvers such as leaping or tumbling may be considered separate actions, depending on their complexity.
*Multiple Actions: If you declare multiple actions, subtract dice from the first dice pool equal to the total number of actions taken. Each subsequent action loses an additional die (cumulative). If a character performs only defensive actions in a turn, use the appropriate block, dodge or parry system.
The Discipline of Celerity allows vampires to take multiple actions without this penalty. See the Discipline description for particulars.
*Targeting: Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.
Target Size // Difficulty // Damage Medium (limb, briefcase) // +1 // No modifier Small (hand, head, computer) // +2 // +1 Precise (eye, heart, lock) // +3 // +2
Defensive Maneuvers
It's a given that your character tries to avoid being hit in combat -- that's why everyone makes attack rolls. Sometimes, though, all your character wants to do is avoid attacks. You may announce a defensive action at any time before your character's opponent makes an attack roll, as long as your character has an action left to perform. You can declare a defensive action on your character's turn in the initiative, or can even abort to a defensive maneuver. You must make a successful Willpower roll (or may simply spend one point of Willpower) to abort. If the Willpower roll fails, your character must carry out the action that you declared originally.
There are three types of defensive actions: block, dodge and parry. Your character can defend against virtually any kind of attack with these maneuvers. However, your character may not be able to avoid every single attack that's directed at her. She can't dodge when there's no room to maneuver, and she can't block or parry if she doesn't know an attack is coming.
Each defensive maneuver uses the same basic system: The defensive action is a resisted roll against the opponent's attack roll. Unless the attacker gets more total successes, he misses. If the attacker gets more successes, those that he achieves in excess of the defender's successes, if any, are used to hit (the attacker doesn't necessarily use all the successes he rolled). So if the defender has fewer success than the attacker does, the defender's maneuver can still reduce the effectiveness of the attack, even if the maneuver can't counteract it completely.
* Block: A Dexterity + Brawl maneuver using your character's own body to deflect a hand-to-hand bashing attack. Lethal and aggravated attacks cannot be blocked unless the defender has Fortitude or is wearing armor.
* Dodge: A Dexterity + Dodge maneuver useful for avoiding attacks of all types. You character bobs and weaves to avoid Melee or Brawl attacks (if there's no room to maneuver, she must block or parry instead). In firefights, your character moves at least one yard and ends up behind cover (if there's no room to maneuver and/or no cover available, she can drop to the ground). If your character remains under cover or prone thereafter, cover rules apply against further Firearms attacks (see "Cover," p. 212).
* Parry: A Dexterity + Melee maneuver using a weapon to block a Brawl or Melee attack. If a character makes a Brawl attack and the defender parries with a weapon that normally causes lethal damage, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does in the resisted action, the defender rolls the weapon's base damage plus the parry's extra successes as a damage dice pool against the attacker.
Block, dodge and parry can be performed as part of a multiple action in your character's turn (punching then blocking, shooting then dodging, parrying then striking). Using a multiple action to act and defend is advantageous because your character can still accomplish something in a turn besides avoiding attacks.
Example: Liselle wants to claw a ghoul, then dodge two attacks -- a multiple action. This is considered three separate actions using her Dexterity (3) + Brawl (2) for the claw slash, and her Dexterity (3) + Dodge (3) two separate times for dodging. The claw slash is reduced by three dice (giving her two dice in her dice pool) because Liselle performs three actions. The first dodge is reduced by four dice (for another dice pool of two), per the multiple-action rules. The final dodge is reduced by five dice (leaving one die).
Rather than make defensive maneuvers a part of a multiple action, you may declare that your character spends an entire turn defending. The normal multiple-action rules are not used in this case. Instead, you have a full dice pool for the first defensive action, but lose one die, cumulatively, for each subsequent defense action made in the same turn. It is difficult to avoid several incoming attacks.
Remember that any actions, including defensive ones, versus multiple attackers still suffer difficulty penalties (see "Multiple Opponents," p. 211).
Example: Liselle spends a whole turn dodging. With a Dexterity of 3 and a Dodge of 3, she can dodge up to six attacks. Liselle's player rolls six dice against the first attack, five dice against the second, for dice against the third, three dice against the fourth, two dice against the fifth and a single die against the sixth attack. Liselle can't do anything else that turn but dodge.
Maneuver Characteristics
Maneuvers are typically performed versus difficulty 6. Maneuvers with specific combat effects may modify your attack roll, difficulty or damage dice pool.
Traits: The Trait combination used for the action taken. If your character doesn't have a rating in the needed Ability, default to its base Attribute.
Accuracy: The dice added to the roll to hit an opponent. A "+3" adds three dice to the dice pool for that attack. Difficulty: Any additions or subtractions to an attack's difficulty (which is most often 6). A "+2" means the difficulty of an attack, if initially 6, is increased to 8.
Damage: The damage dice pool used.
Close Combat Maneuvers
This is simply a listing of the common maneuvers used in close combat; fell free to develop your own moves (with the Storyteller's approval). All hand-to-hand attacks inflict bashing damage unless stated otherwise. The damage inflicted by melee attacks depends on the weapon type (see the Melee Weapons Chart, p. 214). It is typically lethal, though clubs and other blunt instruments inflict bashing damage.
Difficulty and damage for these maneuvers may be modified at the Storyteller's discretion, depending on the combat sytel the character uses. As always, drama and excitement take precedence over rules systems.
* Bite: This maneuver is available only to vampires (or other supernatural creatures with sharp teeth, such as werewolves). A bite maneuver is a "combat" bite, intended to cause damage rather than drain blood. Bite damage is aggravated. To use a bite attack, the vampire must first perform a successful clinch, hold or tackle maneuver (see below). On the turn following the successful attack, the player may declare the bite attempt and make a roll using the modifiers below.
Alternatively, a player can declare her vampire's bit to be a "Kiss" attack. A Kiss is resolved in the same way as a normal bit, but inflicts no health levels of damage. Upon connecting with a Kiss, the vampire may begin to drain the victim's blood at the normal rate, and the victim is typically helpless to resist (see p. 139 for specifics). Following the Kiss, a vampire may, if she chooses, lick the puncture wound of the Kiss closed, thereby removing any evidence that she has fed.
Traits: Dexterity + Brawl Difficulty: Normal Accuracy: +1 Damage: Strength +1
* Claw: This attack is available only to vampires with the Protean power of Feral Claws or who construct bone spurs with the Vicissitude power of Bonecraft. A few other supernatural creatures, such as werewolves, also have claws. A claw attack inflicts aggravated damage (if Feral Claws) or lethal damage (if a Vicissitude-constructed weapon).
Traits: Dexterity + Brawl Difficulty: Normal Accuracy: Normal Damage: Strength +1
* Clinch: On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll Strength damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict Strength damage automatically or attempt to escape the clinch. No other actions are allowed until one combatant breaks free. To escape a clinch, make a resisted Strength + Brawl roll against the opponent. If the escaping character has more successes, she breaks free; if not, the characters continue to grapple in the next turn.
Traits: Strength + Brawl Difficulty: Normal Accuracy: Normal Damage: Strength
* Disarm: To strike an opponent's weapon, the attacker must make an attack roll at +1 difficulty (typically 7). If successful, the attacker rolls damage normally. If successes rolled exceed the opponent's Strength score, the opponent takes no damage but is disarmed. A botch usually means the attacker drops her own weapon or is struck by her target's weapon.
Traits: Dexterity + Melee Difficulty: +1 Accuracy: Normal Damage: Special
* Hold: This attack inflicts no damage, as the intent is to immobilize rather than injure the subject. On a successful roll, the attacker holds the target until the subject's next action. At that time, both combatants roll resisted Strength + Brawl actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does.
Traits: Strength + Brawl Difficulty: Normal Accuracy: Normal Damage: None
* Kick: Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker's Strength +1 in damage. These ratings may be modified further at the Storyteller's discretion, increasing in damage and/or difficulty as the maneuver increases in complexity.
Traits: Brawl Difficulty: +1 Accuracy: Normal Damage: Strength +1
* Multiple Opponents: A character who battles multiple opponents in close combat suffers attacks and defense difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4). * Strike: The attacker lashes out with a fist. The base attack is a standard action and inflicts the character's Strength in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike.
Traits: Dexterity + Brawl Difficulty: Normal Accuracy: Normal Damage: Strength
* Sweep: The attacker uses her own legs to knock the legs out from under her opponent. The target takes Strength damage and must roll Dexterity + Athletics (difficulty 8) or suffer a knockdown (see "Maneuver Complications," p. 213).
The attacker can also use a staff, chain or similar implement to perform a sweep. The effect is the same, although the target takes damage per the weapon type.
Traits: Dexterity + Brawl/Melee Difficulty: +1 Accuracy: Normal Damage: Strength; knockdown
* Tackle: The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts Strength +1 damage. Additionally, both combatants must roll Dexterity + Athletics (difficulty 7) or suffer a knockdown (see "Maneuver Complications," p. 213). Even if the target's Athletics roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn.
Traits: Strength + Brawl Difficulty: +1 Accuracy: Normal Damage: Strength +1
* Weapon Length: It is difficult to get in range with a punch or knife if someone else is wielding a sword or staff. A character being fended off with a longer weapon must close in one yard, then strike, losing a die from her attack roll in the process. * Weapon Strike: A slashing blow, thrust or jab, depending on the weapon used. See the Melee Weapons Chart, p. 214, for particulars.
Traits: Dexterity + Melee Difficulty: Normal Accuracy: Normal Damage: Per weapon type
Ranged Combat Maneuvers
Many physical conflicts involve ranged weapons. The following maneuvers allow for a number of useful actions during a firefight, but don't feel limited by this list. If the need arises, try developing a new maneuver (at the Storyteller's discretion). Refer to the Ranged Weapons Chart, p. 214, for specific information.
* Aiming: The attacker adds one die to her attack dice pool on a single shot for each turn spent aiming. The maximum number of dice that can be added in this way equals the character's Perception, and a character must have Firearms 1 or better to use this maneuver. A scope adds two more dice to the attacker's pool in the first turn of aiming (in addition to those added for Perception). The attacker may do nothing but aim during this time. Additionally, it isn't possible to aim at a target that is moving faster than a walk. * Automatic Fire: The weapon unloads its entire ammunition clip in one attack against a single target. The attacker makes a single roll, adding 10 dice to her accuracy. However, the attack roll is at a +2 difficulty due to the weapon's recoil. Extra successes add to the damage dice pool, which is still treated as equivalent to one bullet. An attacker using automatic fire may not target a specific area of the body.
Example: Kincaid unloads a full AK-47 clip at the advancing elder. His player rolls Dexterity (4) + Firearms (3) + 10 (for the maneuver). The roll is made versus difficulty 8 (6 for short range +2 for recoil). He scores a total of six successes, and the elder doesn't dodge. Kincaid's player now rolls 12 dice of damage -- 7 (the base damage for an assault rifle) + 5 (for the successes). The clip is completely emptied.
This attack is permissible only if the weapon's clip is at least half-full to begin with.
Traits: Dexterity + Firearms Difficulty: +2 Accuracy: +10 Damage: Special
*Cover: Cover increases an attacker's difficulty to hit a target (and often the target's ability to fire back). Difficulty penalties for hitting a target under various types of cover are listed below. A character who fires back from behind cover is also at something of a disadvantage to hit, as he exposes himself and ducks back under protection. Firearms attacks made by a defender who is under cover are at one lower difficulty than listed below. (If a listed difficulty is +1, then the defender suffers no penalty to make attacks from under that cover.) If your character hides behind a wall, attacker's Firearms rolls have a +2 difficulty. Your character's attacks staged from behind that wall are at +1 difficulty.
Note that difficulties for combatants who are both under cover are cumulative. If one combatant is prone and one is behind a wall, attacks staged by the prone character are at +2 difficulty, while attacks staged by the character behind the wall are also at +2 difficulty.
Cover Type // Difficulty Increase Light (lying prone) // +1 Good (behind wall) // +2 Superior (only head exposed) // +3
* Multiple Shots: An attacker may take more than one shot in a turn by declaring a multiple action (the first shot's dice pool is reduced by the total number of shots fired, and each subsequent shot is reduced by an additional die, cumulative). The attacker can fire a number of shots up to the weapon's full rate of fire.
Traits: Dexterity + Firearms Difficulty: Normal Accuracy: Special Damage: Weapon type
* Range: The Ranged Weapons Chart lists each weapon's short range; attacks made at that range are versus difficulty 6. Twice that listing is the weapon's maximum range. Attacks made up to maximum range are versus difficulty 8. Attacks made at targets within two meters are considered point blank. Point blank shots are made versus difficulty 4. * Reloading: Reloading takes one full turn and requires the character's concentration. Like any other maneuver, reloading can be performed as part of a multiple action. * Strafing: Instead of aiming at one target, full-automatic weapons can be fired across an area. Strafing adds 10 dice to accuracy on a standard attack roll, and empties the clip. A maximum of three yards can be covered with this maneuver.
The attacker divides any successes gained on the attack roll evenly among all targets in the covered area (successes assigned to hit an individual are added to that target's damage dice pool, as well). If only one target is within range or the area of effect, only half the successes affect him. The attacker then assigns any leftover successes as she desires. If fewer successes are rolled than there are targets, only one may be assigned per target until they are all allocated.
Dodge rolls against strafing are at +1 difficulty. Traits: Dexterity + Firearms Difficulty: +2 Accuracy:+10 Damage: Special
* Three-Round Burst: The attacker gains two additional dice on a single attack roll, and expends three shots from the weapon's clip. Only certain weapons may perform this maneuver; see the Ranged Weapons Chart for particulars. Attacks are made at +1 difficulty due to recoil. As with full-auto fire, the damage dice pool is based on one bullet from the weapon in question.
Traits: Dexterity + Firearms Difficulty: +1 Accuracy: +2 Damage: Weapon type
* Two Weapons: Firing two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action, complete with reduced dice pools for total shots taken and for any recoil. Additionally, the attacker suffers +1 difficulty for her off-hand (unless she's ambidextrous). The attacker can fire a number of shots up to each weapon's rate of fire.
Traits: Dexterity + Firearms Difficulty: +1/off-hand Accuracy: Special Damage: Weapon type
Maneuver Complications
The following are common combat complications. The Storyteller should add any others as the situation warrants.
* Blinded: Add two dice to attack rolls made against a blinded target. Furthermore, blind characters are at +2 difficulty on all actions. * Dazed: If, in a single attack, the attacker rolls a number of damage successes greater than the target's Stamina (for mortals) or Stamina + 2 (for vampires and other supernatural beings), the victim is dazed. The target must spend her next available turn shaking off the attack's effects. Only damage successes that penetrate the defender's soak attempt count toward this total. *Immobilization: Add two dice to attack rolls made on an immobilized (i.e., held by someone or something) but still struggling target. Attacks hit automatically if the target is completely immobilized (tied up, staked or otherwise paralyzed). *Knockdown: Quite simply, the victim falls down. After suffering a knockdown, the subject makes a Dexterity + Athletics roll. If successful, she may get back on her feet immediately, but her initiative is reduced by two in the next turn. On a failed roll, the subject spends her next action climbing to her feet, if she chooses to rise. On a botch, she lands particularly hard or at a severe angle, taking an automatic health level of normal damage.
Maneuvers like tackle and sweep are intended to knock an opponent down. However, an especially powerful attack of any kind may send the target to the ground. Such instances are best left to the Storyteller's discretion, and should occur only when appropriately cinematic or suitable to the story. *Stake Through Heart: A vampire can indeed be incapacitated by the classic wooden stake of legend. However, the legends err on one point: A Kindred impaled through the heart with a wooden stake is not destroyed, but merely paralyzed until the stake is removed.
To stake a vampire, an attacker must target the heart (difficulty 9). If the attack succeeds and inflicts at least three health levels of damage, the target is immobilized. An immobilized victim is conscious (and may use the Auspex Discipline), but may not move or spend blood points.
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Post by Tami on Feb 21, 2007 10:56:07 GMT -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 + Melee) // Normal +1 Special Dodge // (Dex + Dodge) // Special Normal (R) Hold // (Str + Brawl) // Normal Normal (C) 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 a knockdown. (R): The maneuver reduces an opponent's attack successes.
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Post by Tami on Feb 21, 2007 10:57:35 GMT -5
Ranged Combat Maneuvers Table
Maneuver // Traits // Accuracy // Difficulty // Damage
Automatic Fire // Dex + Firearms // +10 // +2 // Weapon Multiple Shots // Dex + Firearms // Special // Normal Weapon Strafing // Dex + Firearms // +10 // +2 // Weapon 3-Round Burst // Dex + Firearms // +2 //+1 // Weapon Two Weapons // Dex + Firearms // Special // +1/off-hand Weapon
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Post by Tami on Feb 21, 2007 10:58:41 GMT -5
Armor Chart
Class // Armor Rating // Penalty
Class One (reinforced clothing) // 1 // 0 Class Two (armor T-shirt) // 2 // 1 Class Three (Kevlar vest) // 3 // 1 Class Four (flak jacket) // 4 // 2 Class Five (full riot gear) // 5 // 3
Armor adds its rating to the character's soak dice pool against bashing damage, lethal damage, and aggravated damage from fangs and claws. It does not protect against fire or sunlight. However, armor also subtracts a number of dice from dice pools related to bodily coordination and agility (most Dexterity-based dice pools). This is reflected in the penalty listing. Attackers may make targeting rolls to hit unprotected portions of a defender and thus ignore the armor (Storyteller assigns difficulty penalty -- typically +1 or +2).
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Post by Tami on Feb 21, 2007 10:59:36 GMT -5
Melee Weapons Chart
Weapon // Damage // Conceal
Sap+ // Strength +1 // P Club+ // Strength +2 // T Knife // Strength +1 // J Sword // Strength +2 // T Axe // Strength +3 // N Stake* // Strength +1 // T
+ Denotes a blunt object. Blunt objects inflict bashing damage unless targeted at the head (see "Targeting," p. 209). If so, they inflict lethal damage.
* May paralyze a vampire if driven through the heart. The attacker must target the heart (difficulty 9) and score three successes.
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Post by Tami on Feb 21, 2007 11:02:51 GMT -5
Ranged Weapons Chart
Type // Damage // Range // Rate // Clip // Conceal
Example Revolver, Lt. // 4 // 12 // 3 // 6 // P SW M640 (.38 Special) Revolver, Hvy. // 6 // 35 // 2 // 6 // J Colt Anaconda (.44 Magnum) Pistol, Lt. // 4 // 20 // 4 // 17+1 // P Glock 17 (9mm) Pistol, Hvy. // 5 // 30 // 3 // 7+1 // J Sig P220 (.45 ACP) Rifle // 8 // 200 // 1 // 5+1 // N Remington M-700 (30.06) SMG, Small* // 4 // 25 // 3 // 30+1 // J Ingram Mac-10 (9mm) SMG, Large* // 4 // 50 // 3 // 32+1 // T Uzi (9mm) Assault Rifle* 7 // 150 // 3 // 45+1 // N Steyr-Aug (5.56mm) Shotgun // 8 // 20 // 1 // 5+1 // T Ithaca M-37 (12-Gauge) Shotgun, Semi-auto // 8 // 20 // 3 // 8+1 // T Fiachi-Law 12 (12-Gauge) Crossbow** 5 // 20 // 1 // 1 // T
Damage: Indicates the damage dice pool. Versus mortals, firearms are considered lethal damage. Versus vampires, firearms are considered bashing damage unless the head is targeted (see "Targeting," p. 209), in which case the damage is considered lethal.
Range: This is the practical shot range in yards. Weapons may be fired at twice this distance, but the attacks are considered long range (difficulty 8).
Rate: The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate does not apply to full-auto or spray attacks.
Clip: The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber, ready to fire.
Concealment: P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in a trenchcoat; N = Cannot be concealed on the person at all.
* Indicates the weapon is capable of three-round bursts, full-auto and sprays.
** The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.
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Post by Tami on Feb 21, 2007 11:07:39 GMT -5
Health
As mentioned in Chapter Three, your character has a Health Trait comprising seven health levels. Although vampires are immortal and do not die naturally, sufficient injury can incapacitate them, drive them into lengthy periods of dormancy, or even kill them once more (this time for good).
The Health Chart
The Health chart on the character sheet helps you track your character's current physical condition. It also lists the penalty imposed on your dice pool for each level of injury that your character sustains. As your character suffers more injuries, her health declines until she becomes incapacitated -- or dead.
Every character has seven health levels, ranging from Bruised to Incapacitated. Characters can also be in full health (with no health levels checked off), in torpor, or dead. When an attacker scores a success on a damage roll, your character takes one health level of damage. This is marked on your character sheet in the appropriate box, although the mark you make depends on the type of damage inflicted (see "Applying Damage," below).
The number to the left of the lowest marked box indicates your current dice penalty. As your character gets more and more battered, it's increasingly difficult for him to perform even the simplest of tasks. The dice penalty is subtracted from your dice pool for every action (not reflexives such as soak) until the wound heals.
The penalty also indicates impaired movement. For convenience, we reprint the Health chart from Chapter Three.
Health Chart
Health Level // Dice Pool Penalty // Movement Penalty
Bruised // // Character is only bruised a bit and suffers no dice pool penalties due to damage Hurt -1 Character is superficially hurt and suffers no movement hindrance.
Injured // -1 // Character suffers minor injuries and movement is mildly inhibited (halve maximum running speed).
Wounded // -2 // Character suffers significant damage and may not run (though he may still walk).
Mauled // -2 // Character is badly injured and may only hobble about (three yards/turn).
Crippled // -5 // Character is catastrophically injured and may only crawl (one yard/turn).
Incapacitated // // Character is incapable of movement and is likely unconscious. He may do nothing except spend blood points. Incapacitated vampires with no blood in their bodies enter torpor.
Torpor // // Character enters a death-like trance. He may do nothing, not even spend blood, until a certain period of time has passed.
Final Death // // Character dies again, this time forever.
* Incapacitated: The stage immediately before torpor, incapacitation differs from unconsciousness in that your character collapses from the combined effects of physical trauma and pain. She falls to the ground and may do nothing except spend blood points to heal damage. Further damage suffered by an incapacitated vampire sends he into torpor or, if the damage is aggravated, inflicts Final Death on her.
* Torpor: Torpor is the deathlike sleep common to the undead, particularly among ancient vampires. Torpor may be entered voluntarily (certain undead, weary of the current age, enter torpor in hopes of reawakening in a more hospitable time) or involuntarily (through wounds or loss of blood). Once in torpor, a character remains dormant for a period of time depending on her Humanity rating.
As mentioned, characters with zero blood points in their blood pools begin to lose health levels each time the rules call for them to spend blood. When a vampire falls below Incapacitated in this fashion, she enters torpor. There she will remain until someone feeds her at least a blood point. If this happens, she may rise, regardless of Humanity rating. This sort of revivification works only for vampires who enter torpor from blood loss.
Vampires who enter torpor due to wounds must rest for a period depending on their Humanity rating:
Humanity // Length of Torpor 10 // One day 9 // Three days 8 // One week 7 // Two weeks 6 // One month 5 // One year 4 // One decade 3 // Five decades 2 // One century 1 // Five centuries 0 // Millennium+
Following this period of rest, the player may spend a blood point and make an Awakening roll (p. 204) for her character to rise. If the vampire has no blood in her body, she may not rise until she is fed; if the player fails the Awakening roll, she may spend another blood point and make an Awakening roll the following night. If the vampire rises successfully, she is considered Crippled and should either spend blood or hunt immediately.
A character may enter torpor voluntarily. This state resembles the character's normal daily rest, but is a deeper form of slumber and should not be entered into lightly. A vampire in voluntary torpor may rise after half the mandatory time period for involuntary torpor, but must make an Awakening roll to do so. A torpid vampire may ignore the nightly need for blood; she is effectively in hibernation.
Mortals have no torpor rating; if reduced below Incapacitated, they simply die.
* Final Death: If a vampire is at the Incapacitated health level or in torpor and takes one more level of aggravated damage, he dies permanently and finally. A player's character who meets Final Death is out of the game; the player must create a new character if she wishes to continue play.
An incapacitated or torpid vampire may also be sent to Final Death through massive amounts of bashing or lethal trauma (decapitated, trapped under a 10-ton rock, fed into a wood chipper, caught at ground zero of an explosion, crushed by deep-sea pressure, etc.). Typically, this damage must be enough to destroy or dismember the corpse beyond repair.
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Post by Tami on Feb 21, 2007 11:21:27 GMT -5
Applying Damage
There are three damage types in Vampire. Bashing damage includes all forms of temporary injury -- from punches, clubs and other blunt trauma. Vampires, and only vampires, consider firearms attacks to be bashing damage as well -- unless the bullets are aimed at the head (difficulty 8), in which case they are considered lethal. Vampires can suffer bashing damage, but consider it more of an annoyance than anything else. Lethal damage covers permanent, killing wounds. Humans die easily from lethal injury, and even the undead can be traumatized by massive amounts of lethal damage. Finally, aggravated damage includes those forces even other vampires fear -- fire, sunlight, and the teeth and claws of their own kind.
Optional Rule: Extras
To make large fights cinematic and easy to manage, assign "extra" Storyteller characters only four health levels [Hurt -1, Maimed -3, Incapacitated and Dead]. Extras are nameless (usually mortal or ghoul) thugs whom characters run into from time to time, not key Storyteller characters. They're diversions who are usually controlled by the more important enemies whom your characters are really after. These extras are a plot device, and shouldn't interfere with the main story. After taking a few lumps, extras retreat, surrender or fall over so the real action can get underway.
All types of injuries are cumulative, and the combined injury determines your character's current health level. Specifics on each type of damage are provided below.
Bashing and lethal damage differ in their effects, but, for vampires, both types of damage are considered normal. Normal damage is recorded as a slash ("/") in the appropriate Health chart box. Aggravated damage always get marked above normal (whether bashing or lethal). So if you mark a level of normal damage in the Bruised box, and take one aggravated health level later on, "move down" the bashing level to the Hurt box by marking that box with a "/." The aggravated level is then noted by simply drawing another slash through the Bruised box, turning it into "X." Normal levels taken after aggravated levels are simply drawn in on the next open box. Normal damage isn't as severe as aggravated, so it's always marked last and healed first (see below). Bruised Hurt // -1 Injured// -1 Wounded // -2 Mauled// -2 Crippled // -5 Incapacitated
Example: Veronica Abbey-Roth, trapped in a witch-hunter's sanctum, has already taken a level of bashing (normal) damage from an Inquisitor's punch (Veronica's Health chart is noted with "/" in the Bruised box). Another witch-hunter blasts Veronica with a propane torch, scoring three aggravated health levels. Veronica's chart is marked with "X" in the Bruised, Hurt and Injured health levels, and "/" in the Wounded box (essentially moving the punch's damage down the chart). The combined damage puts Veronica at -2 dice to all her action dice pools. On the verge of frenzy, Veronica beats her way through the Inquisitors and stumbles out of the ancient cathedral.
Bashing Damage
Bashing damage covers all forms of injury that aren't likely to kill instantly and that fade relatively quickly. Most forms of hand-to-hand combat -- punches, clinches, kicks, tackles and the like -- inflict bashing damage. Bashing damage generally impairs less than lethal damage does, and heals faster.
Vampires are relatively unaffected by bashing damage -- a punch to the gut has little effect on the undead. However, massive concussive trauma can send a vampire into torpor.
Mortals may soak bashing damage with their Stamina, while vampires may also soak bashing damage with their Stamina (+ Fortitude, if they have that Discipline). However, any bashing damage applied to a vampire after the soak roll is halved (round fractions down) -- the Kindred's corpselike bodies simply don't bruise and break like the kine's.
Example: Veronica has been cornered by her enemy, the Sabbat vampire Kincaid (it's just not Veronica's lucky night!). Kincaid takes a swing at Veronica. He strikes her, and his player calculates damage. Kincaid has a Strength 4 and two levels of Potence. His damage roll is a very good 8, 6, 7, 9, plus two automatic successes for Potence -- a full six health levels of damage. Veronica tries to soak (versus the standard difficulty of 6), using her Stamina of 2. Her player rolls a 3 and 8 -- one success. Kincaid inflicts five health levels of bashing damage -- but, because Veronica is undead, she halves the final result and rounds down. She suffers only two health levels of damage.
Veronica, in desperation, swings back, and manages to hit the Sabbat. She has a Strength of 1, so only one die is rolled. Luckily, it comes up 9, inflicting one health level of damage, and Kincaid fails his soak roll (Stamina 4 and Fortitude 1 allow him to roll five dice, which come up 4, 5, 1, 9, and 3). However, because the damage is bashing, the one health level of damage is halved and rounded down to zero! Veronica flails frantically at Kincaid, who laughs at her pathetic efforts to hurt him.
If your character falls to Incapacitated due to bashing (or lethal) damage, then takes another level of bashing (or lethal) damage, she enters torpor. If your character falls to Incapacitated due to bashing damage but then takes a level of aggravated damage, she meets Final Death.
Lethal Damage
Lethal damage is just that -- lethal, at least to mortals. Even vampires take a sword-wielder seriously -- a vampire who is hacked to bits or decapitated will die the Final Death, though not as readily as a mortal. Knives, bullets, swords and the like all cause lethal wounds. At the Storyteller's option, blunt attacks aimed at a vital body part (difficulty 8 or 9 to target) can cause lethal damage, particularly versus mortals.
Lethal damage is intended to cause immediate and grievous injury. For the kine, lethal injuries take a long time to heal and usually require medical attention for any hope of recovery. For well-fed vampires, knife wounds, shotgun blasts and the like are simply...annoying.
Mortal characters may not soak lethal damage at all -- all such damage is applied directly to their health levels. Kindred characters may soak lethal damage normally with Stamina (+ Fortitude, if they have it). Lethal damage that penetrates the soak roll is applied normally to their health levels. However, lethal damage is considered normal for the purpose of healing, so vampires may easily nullify lethal damage by spending blood points.
When your character's Health boxes fill to Incapacitated, and she takes a further level of lethal damage, she enters torpor (p. 216). If your character is reduced to Incapacitated via lethal damage, and she takes a further level of aggravated damage, she meets Final Death.
Aggravated Damage
Certain attacks are anathema to the undead. Fire and the rays of the sun inflict terrible wounds on the undead, as can the teeth and claws of other vampires (as well as the attacks of werewolves or other supernatural creatures).
As mentioned, each level of aggravated damage should be marked with an "X" on the Health chart. Aggravated damage may not be soaked except with the Discipline of Fortitude. Moreover, aggravated damage is far more difficult to heal. A level of aggravated damage may be healed only with a full day of rest and the expenditure of five blood points (though a vampire may, at the end of the full day's rest, cure additional aggravated health levels by spending an additional five blood points and one Willpower point per extra aggravated health level to be healed). Worst of all, a vampire who loses his last health level due to aggravated damage meets Final Death -- his eternal life ends at last, and he goes to whatever reward awaits him beyond the grave.
Mortals may ignore sunlight, but obviously take damage from fire, fangs and claws. If a mortal is susceptible to a type of aggravated damage (fire, for example), that damage is treated as lethal. Mortal's Healing Times
Though the power of their Blood enables vampires to heal most wounds instantly, mortal "licksticks" are not so fortunate. The following systems allow Storytellers to simulate the effects of damage on vampires' mortal foes, friends...and prey.
Like vampires, mortals have seven health levels and suffer dice pool penalties for wounds. Unlike vampires, mortals can heal their wounds only through time, rest and medical care. Moreover, mortals have no "torpor" state; any amount of damage below the Incapacitated level kills them. Mortals can soak bashing damage, but cannot soak lethal or aggravated damage (though obviously mortals take no damage from sunlight).
Each level of damage to a mortal (whether bashing or lethal) must be healed individually. Thus, if a mortal takes enough bashing damage to reduce him to Incapacitated, he spends a full 12 hours in a delirious state before healing to Crippled. Healing that level takes six hours, and so on.
Healing Bashing Damage
Bashing damage up to the Wounded level can be cared for without medical skill; these wounds heal on their own, without treatment. Bashing damage beyond Wounded may have deeper consequences. A mortal's vision or hearing may be altered due to a concussion, she may suffer excruciating pain from internal bruising or experience some other extreme discomfort. These effects can be negated if the mortal receives adequate medical attention.
Health Level // Recovery Time Bruised to Wounded // One hour Maimed // Three hours Crippled // Six hours Incapacitated // 12 hours
Once bashing levels reach Incapacitated, mortals fall unconscious, but do not sink below Incapacitated...yet. However, any further bashing wounds are X'd over previous bashing ones, making them lethal. At that point, recovery is handled as lethal damage. In this way, a mortal can be slowly beaten to death.
Healing Lethal Damage
Lethal damage of any sort can be deadly -- that's why it's called lethal. Lethal wounds that go unattended may continue to bleed until the mortal passes out and dies from blood loss. Other dangers can also arise from infection, cellular damage or broken limbs.
Any lethal damage past Hurt requires medical treatment to prevent further harm. Untreated lethal wounds worsen by one level of lethal damage per day. When a mortal sustains lethal damage down to Incapacitated, he's one health level away from death. If he takes one more wound (whether bashing or lethal), he dies.
If the individual is at Maimed or higher, he may recover with rest over the times listed below. However, if the mortal is Crippled or Incapacitated, no recovery is possible unless he receives medical attention. Indeed, at Incapacitated the individual is comatose at worse and delirious at best, and could still die.
Health Level / Recovery Time Bruised // One day Hurt // Three days Injured // One week Wounded // One month Maimed // Two months Crippled // Three months Incapacitated // Five months
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