Combat
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. This covers (Dexterity+Athletics) for thrown weapons, (Dexterity+Archery) for archery and (Dexterity+Firearms) for guns.
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 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, spending rage points, etc,) 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. You may not make split dice pools on actions as well as gaining multiple actions, in the same turn.
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), (Dexterity+Archery) for archery 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 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.
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 instantly. All characters use their full Stamina ratings to resist bashing effects, and the damage heals fairly quickly. Bashing damage is applied to the Health 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.lethal damage is applied to the Health boxes on your character sheet with a "/."
Aggravated: Aggravated damage is applied to the Health boxes on your character sheet with an "X."
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