Post by Triple 7 on Feb 26, 2019 11:32:14 GMT -8
From time to time, your highly social creations will experience combat. As the Jyhad blazes on into the night, your Vampire will experience combat. Your rivals will want to rip you down and put themselves in your place. Your once trusted allies will discover your Generation and want to Diablerize you. You will experience combat.
Combat happens over a series of moves less than three seconds long. In game terms, these are turns. Your round is the series and the turn is your one action you have without going into multiple actions with Celerity or split dice pools.
TYPES OF COMBAT
- Close Combat: Use Strength/Dexterity + Brawl (unarmed, armed with a weapon that uses Brawl maneuvers) or Dexterity + Melee (armed).
- Ranged Combat: Use Dexterity + Firearms (guns, archery with crossbows) or Dexterity + Athletics (thrown weapons, archery with longbows).
INITIATIVE IN DISCORD
I cannot stress this enough. Initiative is as easy as rolling 1d10+(Dexterity + Wits + Celerity - Armor Penalty/Wound Penalties). That is to say you will add your Dexterity + Wits, and then add your Celerity if your character has access to it. You will then subtract your armor penalty if you're wearing armor that removes Dexterity and/or any Wound Penalties you incurred from the previous round.
We currently use the Realms of Darkness bot for Initiatives. It will lay out the order and only allow the selected Player to use the bot when it is their turn to declare. Be sure to be specific when declaring and include any blood or Willpower expenditures. NOTE: Do not annotate your expenditures for blood or Willpower until it is your turn. This will save us from having to add back blood or WP if the situation changes during the course of the combat round. As stated previously; you may only declare combat maneuvers listed on Pg. 274-280, V20 or in the House Rules (I understand that Discipline use isn't there as well as common actions. We're discussing Combat declarations as they effect combat rounds).
After declaration, you will roll your declared action in reverse order unless the round changes your narrative. You may abort to a defensive maneuver only as listed on Pg. 275, V20 after 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.
WEAPONS & ARMOR
- Charts for weapons can be found on Pg. 280-281, V20 and Pg. 302-303, W20. Note: V20 will take priority over W20 for common weapons. While the book only lists a handful of items, we understand that Players often prefer to have weapons that aren't listed in the books. With that understanding; we will do our best to help you not only get what you want, but even out the stats so that they are comparable to what actually is listed. For instance, a butcher's knife is just a knife. It will use the knife stats listed. Claymores are large swords and will receive similar stats to an axe, which also comes with an "N" listing for concealment. Note: V20 changed the stats on Stakes to Strength + 1L, Conceal T. That means that your wooden stakes are now long, long enough to not be concealed by a Jacket, but able to be hidden by a Trench coat.
What we won't do is use unusual weapons for every night use. While a chain might take the stats of a club, I'm not going to create stats based for individual use. Your Nosferatu with Potence 5 will not carry around a wrecking ball in the back of his van. Improvised weapons happen on the spot in the scene. If happening during Initiative, it will take a turn in which a Wits + Melee, Difficulty 6 roll to determine what is suitable for the situation.
For more information on Weapons, please see our Equipment thread. - Armor will not stack. If you want road warrior style armor where you have baseball shin-guards on, a Jockey's chest protector, and a pair of knuckle protected gloves; we'll just average out the layers and call it something appropriate compared to the Armor Chart on Pg. 280, V20. Class 5 (full riot gear) is considered an Uncommon Equipment. You will need access to police gear or something similar in character to achieve this rating. You also have the option of building the item yourself. Armor such as a Kevlar suit that is both flexible and durable fall under our Rare Item rules. This is how you get something similar to a Class 3 Level Armor, without a Penalty rating applied. These items are either made using our Crafting rules, or acquired through appropriate Backgrounds.
For more information on Armor, please see our Equipment thread. - Armor ratings will always be applied unless the attacker targeted something specific, in which case it may or may not be applied based on what was targeted.
DAMAGE & HEALING
- Bullets do Bashing damage to Kindred, except when aimed at the head (Difficulty 8) when its considered Lethal. (Pg. 284, V20)
- Bashing damage is halved AFTER soak, round down. (Pg. 285, V20)
- Neither Bashing nor Lethal damage may Final Death a vampire. If a vampire is Incapacitated from Bashing or Lethal, then receives a single level of Aggravated damage, then they meet their Final Death. The exception to this rule is the massive trauma remarks found on the same page. For this we take it to mean that any time a Kindred receives 9 Health Levels of damage (Bashing or Lethal) in one action, they will meet Final Death. The Storyteller has final say on what does constitute other conditional damage situations. (Pg. 285, V20)
- When it comes to Health Levels; anyone who loses 7 Health Levels, regardless of the type of damage used, will meet Incapacitation. When taking an additional level of Bashing or Lethal damage; they will enter Torpor. When taking an additional level of Aggravated damage, they will meet Final Death.
- 1 Blood Point may be spent to heal either 1 Bashing or 1 Lethal damage. (Pg. 268, V20)
- A character must be resting and relatively inactive for this healing to take place. Per V20 Core page 258, spending Blood to heal while performing other actions (such as in combat) requires a Stamina + Survival reflexive roll (difficulty 8); failure results in Blood spent with no effect, a botch results in another level of damage (Pg. 268, V20). We will use Bashing for the Botch result.
- A vampire may heal 1 Aggravated damage after a full day’s rest and spending 5 Blood. Additional levels of Aggravated damage may be healed that same day for 5 Blood and 1 Willpower Point per Aggravated Damage healed. (Pg. 285, V20)
- As normal with Mortals, Aggravated Damage will be considered Lethal. Because of their association with Kindred, Ghouls will be able to soak Lethal Damage. While able to soak Bashing like normal Mortals, they do not halve the Damage because of their unholy union with the damned.
MANEUVERS & COMPLICATIONS
First and foremost, if it isn't listed on Pg's. 271-280, V20 or in the House Rules; it is not an applicable combat maneuver and will not be accepted. The combat maneuver table can be found on Pg. 279, V20 for what we accept. House rules will be consolidated here to the best of out ability but it might be wise to view the Equipment House Rules thread. This means we will not accept vehicular manslaughter like we had in the first three months of the Chronicle opening. We will also not accept equipment attacks with chainsaws or any other type of power tool or unusual weapon not listed in V20.
For ease of organization, we will list everything from offensive, defensive, and complications under one list.
- Offensive
- Clinch: Clinch is a two-way-street. After the initial attack, both participants become combatants and the Clinch is established by both parties. Clinches can take the form of anything from rear naked chokes, arm bars, kimuras, leg locks, bear hugs, etc. It is ambiguous for a reason, nothing is certain regarding placement. It is understood that once a Clinch has been established, both combatants can initiate a Bite maneuver once the initial attack is complete. A Clinch can be release voluntarily if all combatants agree to release the Clinch. We will consider the passage "no other actions are allowed until one combatant breaks free" to mean any Physical action that isn't "break free of Clinch", "inflict Strength damage", or use a Discipline that is marked accordingly in Disciplines. Being engaged in a Clinch maneuver will automatically satisfy the touch required prerequisite for any Disciplines.
- Hold: Similar to Clinch, without the damage inflicted. We will use this maneuver to represent dragging people by force, picking individuals up and carrying them away, or immobilizing an individual (Pg. 279, V20). A Hold can be release voluntarily if all combatants agree to release the Hold. We will consider the passage "able to take no other action" to mean any Physical action that isn't "break free of Hold" or use a Discipline that is marked accordingly in Disciplines. Being engaged in a Hold maneuver will automatically satisfy the touch required prerequisite for any Disciplines.
- Clinch: Clinch is a two-way-street. After the initial attack, both participants become combatants and the Clinch is established by both parties. Clinches can take the form of anything from rear naked chokes, arm bars, kimuras, leg locks, bear hugs, etc. It is ambiguous for a reason, nothing is certain regarding placement. It is understood that once a Clinch has been established, both combatants can initiate a Bite maneuver once the initial attack is complete. A Clinch can be release voluntarily if all combatants agree to release the Clinch. We will consider the passage "no other actions are allowed until one combatant breaks free" to mean any Physical action that isn't "break free of Clinch", "inflict Strength damage", or use a Discipline that is marked accordingly in Disciplines. Being engaged in a Clinch maneuver will automatically satisfy the touch required prerequisite for any Disciplines.
- Defensive
- "Full Defensive": They list this maneuver in the book as spends an entire turn defending (Pg. 275, V20). For this, you're able to choose between the three defensive maneuvers as needed. Simply subtract the appropriate amount of dice from any of the dice pool as needed. That means you could spend one turn parrying, the next one dodging, and the third going back to parrying or blocking. Just subtract the dice from whichever pool is applicable at the time.
- "Full Defensive": They list this maneuver in the book as spends an entire turn defending (Pg. 275, V20). For this, you're able to choose between the three defensive maneuvers as needed. Simply subtract the appropriate amount of dice from any of the dice pool as needed. That means you could spend one turn parrying, the next one dodging, and the third going back to parrying or blocking. Just subtract the dice from whichever pool is applicable at the time.
- Complications
- Blinded: Activating Auspex 1 will remove the +2 Difficulty to all actions.
- Dazed: While dazed, a Character is expected to be delirious and intelligently absent. You may only take appropriate actions during this turn that will help with self-preservation and appear to be instinctual. Healing and preparing Celerity for the next turn are examples of suitable actions.
- Blinded: Activating Auspex 1 will remove the +2 Difficulty to all actions.