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combat_systems [2014/02/21 15:33]
storyteller [Soak]
combat_systems [2021/12/04 00:39] (current)
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 There are two types of combat, each involving the same basic system with minor differences:​ 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 bar brawl or an honorable test of skill. Opponents must be within touching distance (one yard/meter) to engage in unarmed combat. Melee involves handheld weapons, from broken bottles to swords. Opponents must be within two yards/​meters of each other to engage in melee.+• **Close Combat:** This covers unarmed combat ([[physical_attributes|Dexterity]] [[Brawl]]) and melee ([[physical_attributes|Dexterity]] [[Melee]]).  Unarmed combat can involve a down-and-dirty bar brawl or an honorable test of skill. Opponents must be within touching distance (one yard/meter) to engage in unarmed combat. Melee involves handheld weapons, from broken bottles to swords. Opponents must be within two yards/​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.+• **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.
  
 ===== Combat Turns ===== ===== Combat Turns =====
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 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. ​ 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. ​(Storytellers looking for a slightly faster or more predictable system can choose to use Dexterity + Wits + 6 for each character’s initiative, forgoing the die roll.) ​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, while Celerity dots that aren’t being used for extra actions add to it (see Celerity, p. 142).+Everyone, player and Storyteller character alike, rolls one (d10) die and adds it to their initiative rating ([[physical_attributes|Dexterity]] [[mental_attributes|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.+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 [[Knacks]] ​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 rating for the turn acts first. 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 rating 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”),​ which your character may perform at any time as long as she has an action left.+The second breach of the initiative order occurs in the case of a defensive action (see “[[combat systems#​general maneuvers|Aborting Actions]]” and “[[combat systems#Defensive Maneuvers|Defensive Maneuvers]]”), which your character may perform at any time as long as she has an action left.
  
-Finally, all additional actions that turn (including actions gained through 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.+Finally, all additional actions that turn 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 ==== ==== 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: 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).+• **Close Combat:** Use [[physical_attributes|Dexterity]] [[Brawl]] (unarmed) or [[physical_attributes|Dexterity]] [[Melee]] (armed).
  
-• Ranged Combat: Use Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).+• **Ranged Combat:** Use [[physical_attributes|Dexterity]] [[Firearms]] (guns) or [[physical_attributes|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).  ​+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, ​[[physical_attributes|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. ​ 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. ​
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 <WRAP center round box 60%> <WRAP center round box 60%>
-|**Target Size**| **Difficulty**| **Damage**| +|**Target Size**| ​ **Difficulty** ​  **Damage** ​ 
-|Medium //(limb, briefcase)//​| +1| No modifier| +|Medium //(limb, briefcase)//​| ​ +1   No modifier ​ 
-|Small //(hand, head, phone)//| +2| +1| +|Small //(hand, head, phone)//​| ​ +2   +1  
-|Precise //(eye, heart, lock)//| +3| +2|+|Precise //(eye, heart, lock)//​| ​ +3   +2  |
 </​WRAP>​ </​WRAP>​
  
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 Difficulty and damage for these maneuvers may be modified at the Storyteller’s discretion, depending on the combat style the character uses. As always, drama and excitement take precedence over rules systems. Difficulty and damage for these maneuvers may be modified at the Storyteller’s discretion, depending on the combat style the character uses. As always, drama and excitement take precedence over rules systems.
  
-• Bite: A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character 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.+• **Bite:** A bite maneuver is a “combat” bite, intended to cause damage. Bite damage is lethal. To use a bite attack, the character 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.
  
-Traits: Dexterity + Brawl +|Traits: ​[[physical_attributes|Dexterity]] [[Brawl]]|Difficulty:​ Normal|Accuracy:​ +1|Damage: [[physical_attributes|Strength]] +1|
  
-Difficulty: Normal 
  
-Accuracy: ++• **Clinch:** On a successful attack roll, the attacker goes into a clinch with the target. In the first turn, the attacker may roll [[physical_attributes|Strength]] damage. In each subsequent turn, combatants act on their orders in the initiative. A combatant can inflict [[physical_attributes|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 [[physical_attributes|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.
  
-Damage: Strength +1+|Traits[[physical_attributes|Strength]] [[Brawl]]|Difficulty:​ Normal|Accuracy:​ Normal|Damage:​ [[physical_attributes|Strength]]|
  
 +• **Disarm:** To strike an opponent’s weapon, the attacker must make an attack roll at +1 difficulty. If successful, the attacker rolls damage normally. If successes rolled exceed the opponent’s [[physical_attributes|Strength]] rating, 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.
  
-• ClinchOn 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[[physical_attributes|Dexterity]] ​[[Melee]]|Difficulty:​ +1|Accuracy:​ Normal|Damage:​ Special|
  
-Traits: Strength + Brawl +• **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 [[physical_attributes|Strength]] [[Brawl]] actions; the subject remains immobilized (able to take no other action) until she rolls more successes than the attacker does.
  
-Difficulty: Normal+|Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty: Normal|Accuracy: Normal|Damage:​ None|
  
-AccuracyNormal ​+• **Kick:** Kicks range from simple front kicks to aerial spins. The base attack is at +1 difficulty and inflicts the attacker’s [[physical_attributes|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.
  
-Damage: Strength+|Ability: [[physical_attributes|Dexterity]] + [[Brawl]]|Difficulty:​ +1|Accuracy:​ Normal|Damage: ​[[physical_attributes|Strength]] +1|
  
-• DisarmTo strike an opponent’s weapon, the attacker must make an attack ​roll at +1 difficulty. If successfulthe attacker rolls damage normally. If successes rolled exceed the opponent’s Strength ratingthe 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.+• **Multiple Opponents:** A character who battles multiple opponents in close combat suffers ​attack ​and defense difficulties of +1, cumulativefor each opponent ​after the first (to a maximum of +4).
  
-TraitsDexterity + Melee +• **Strike:** The attacker lashes out with a fist. The base attack is a standard action and inflicts the character’s [[physical_attributes|Strength]] in damage. The Storyteller may adjust the difficulty and/or damage depending on the type of punch: hook, jab, haymaker, karate strike.
  
-Difficulty: +1+|Traits[[physical_attributes|Dexterity]] ​[[Brawl]]|Difficulty:​ Normal|Accuracy:​ Normal|Damage:​ [[physical_attributes|Strength]]|
  
-Accuracy: Normal  +• **Sweep:** The attacker uses her own legs to knock the legs out from under her opponent. The target takes [[physical_attributes|Strength]] damage and must roll [[physical_attributes|Dexterity]] [[Athletics]] (difficulty 8) or suffer a knockdown (see “Maneuver Complications,​”).  ​
- +
-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. +
- +
-Ability: Dexterity + Brawl  +
- +
-Difficulty: +1 +
- +
-Accuracy: Normal  +
- +
-Damage: Strength +1 +
- +
-• Multiple Opponents: A character who battles multiple opponents in close combat suffers attack 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,​”).  ​+
  
 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. 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 ​+|Traits: ​[[physical_attributes|Dexterity]] [[Brawl]]/[[Melee]] |Difficulty:​ +1|Accuracy:​ Normal|Damage:​ [[physical_attributes|Strength]];​ knockdown|
  
-Difficulty: +1+• **Tackle:** The attacker rushes her opponent, tackling him to the ground. The attack roll is at +1 difficulty, and the maneuver inflicts [[physical_attributes|Strength]] +1 damage. Additionally,​ both combatants must roll [[physical_attributes|Dexterity]] + [[Athletics]] (difficulty 7) or suffer a knockdown (see “Maneuver Complications”). Even if the target’s [[Athletics]] roll succeeds, he is unbalanced, suffering +1 difficulty to his actions for the next turn.
  
-Accuracy: Normal ​+|Traits: [[physical_attributes|Strength]] + [[Brawl]]|Difficulty:​ +1|Accuracy: Normal|Damage: [[physical_attributes|Strength]] +1|
  
-DamageStr; knockdown+• **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/meter before striking, losing a die from her attack roll in the process.
  
-• TackleThe attacker rushes her opponenttackling him to the ground. The attack roll is at +1 difficultyand the maneuver inflicts Strength +1 damage. Additionally,​ both combatants must roll Dexterity + Athletics (difficulty 7) or suffer a knockdown (see “Maneuver Complications,”)Even if the target’s Athletics roll succeeds, he is unbalanced, suffering +1 difficulty to his actions ​for the next turn.+• **Weapon Strike:** A slashing blowthrust, or jabdepending on the weapon usedSee the [[Melee Weapons Chart]] ​for particulars.
  
-Traits: ​Strength ​Brawl  +|Traits: ​[[physical_attributes|Dexterity]] ​+ [[Melee]]|Difficulty: Normal|Accuracy: Normal|Damage: Weapon type|
- +
-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/meter before striking, 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]] for particulars. +
- +
-Traits: Dexterity + Melee  +
- +
-Difficulty: Normal +
- +
-Accuracy: Normal ​ +
- +
-Damage: Weapon type+
  
 ==== Ranged Combat Maneuvers ==== ==== Ranged Combat Maneuvers ====
 Many physical conflicts involve ranged weapons. ​ The following maneuvers allow for a number of useful actions during a firefight. 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]] for specific information. Many physical conflicts involve ranged weapons. ​ The following maneuvers allow for a number of useful actions during a firefight. 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]] 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 is equal to 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.  ​+• **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 is equal to the character’s ​[[mental_attributes|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.+• **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.
  
 This attack is permissible only if the weapon’s clip is at least half-full to begin with. This attack is permissible only if the weapon’s clip is at least half-full to begin with.
  
-Traits: Dexterity + Firearms ​+|Traits: ​[[physical_attributes|Dexterity]] [[Firearms]]|Difficulty:​ +2|Accuracy:​ +10|Damage: Special|
  
-Difficulty: +2 +• **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, attackers’ ​[[Firearms]] rolls have a +2 difficulty. Your character’s attacks staged from behind that wall are at +1 difficulty. ​
- +
-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, attackers’ 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. 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+|**Cover**|  **Type**  |  **Difficulty Increase**  | 
 +|Light |(lying prone)| ​ +1  | 
 +|Good |(behind wall)| ​ +2  | 
 +|Superior| (only head exposed)| ​ +3  |
  
-Light (lying prone+1+• **Multiple Shots:** An attacker with a fast firearm may try to take more than one shot in a turn. The attacker can divide his attack dice pool by how many shots she wants to fire at a similar number of targets, up to the weapon’s rate of fire (multiple attacks against the same target are covered under maneuvers like “Automatic Fire” and “Three-Round Burst”). Each attack is then rolled separately.
  
-Good (behind wall) +2+|Ability: [[physical_attributes|Dexterity]] ​[[Firearms]]|Difficulty:​ Normal|Accuracy:​ Special|Damage:​ Weapon type|
  
-Superior (only head exposed) +3+• **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.
  
-• Multiple ShotsAn attacker with a fast firearm may try to take more than one shot in a turn. The attacker can divide his attack dice pool by how many shots she wants to fire at a similar number of targets, up to the weapon’s rate of fire (multiple ​attacks against the same target are covered under maneuvers like “Automatic Fire” and “Three-Round Burst”). Each attack is then rolled separately.+• **Reloading:** Reloading takes one full turn and requires ​the character’s concentration. Like any other maneuver, reloading can be performed as part of multiple ​action.
  
-Ability: Dexterity + Firearms  +• **Strafing:** Instead of aiming at one target, fully-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/​meters can be covered with this maneuver.
- +
-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, fully-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/​meters 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. 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.
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 Dodge rolls against strafing are at +1 difficulty. Dodge rolls against strafing are at +1 difficulty.
  
-Ability: Dexterity + Firearms ​ +|Ability: ​[[physical_attributes|Dexterity]] [[Firearms]]|Difficulty: +2|Accuracy: +10|Damage: Special|
- +
-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 automatic fire, the damage dice pool is based on one bullet from the weapon in question. +
- +
-Ability: Dexterity + Firearms  +
- +
-Difficulty: +1 +
- +
-Accuracy: +2  +
- +
-Damage: Weapon type +
- +
-• Two Weapons: Firing two weapons is considered performing a multiple action, complete with dividing the dice of the lowest pool between two different targets. Additionally,​ the attacker suffers +1 difficulty for the attack with her off-hand (unless she’s ambidextrous). ​ Each attack is rolled and resolved separately — multiple attacks made against the same target are covered by maneuvers such as “Automatic Fire” and “Three-Round Burst.”+
  
-AbilityDexterity ​Firearms ​+• **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|Ranged Weapons Chart]] for particulars. Attacks are made at +1 difficulty due to recoil. As with automatic fire, the damage dice pool is based on one bullet from the weapon in question.
  
-Difficulty: +1/off-hand+|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty: +1|Accuracy: +2|Damage: Weapon type|
  
-AccuracyNormal ​+• **Two Weapons:** Firing two weapons is considered performing a multiple action, complete with dividing the dice of the lowest pool between two different targets. Additionally,​ the attacker suffers +1 difficulty for the attack with her off-hand (unless she’s ambidextrous). ​ Each attack is rolled and resolved separately — multiple attacks made against the same target are covered by maneuvers such as “Automatic Fire” and “Three-Round Burst.”
  
-Damage: Weapon type  +|Ability: [[physical_attributes|Dexterity]] + [[Firearms]]|Difficulty:​ +1/​off-hand|Accuracy:​ Normal|Damage: Weapon type
  
 ==== Maneuver Complications ==== ==== Maneuver Complications ====
 The following are common combat complications. ​ The Storyteller should add any others as the situation warrants. 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.+• **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.+• **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 others), 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).+• **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 or otherwise paralyzed).
  
-• Knockdown: 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 bashing damage.+• **Knockdown:** The victim falls down. After suffering a knockdown, the subject makes a [[physical_attributes|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 bashing 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. 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.
 {{tag>​sys}} {{tag>​sys}}
combat_systems.1392996802.txt.gz · Last modified: 2021/12/04 00:41 (external edit)