INITIATIVE: wits + alertness (PLEASE!! subtract INIT penalty of weapon or action, for brawling see below) INIT DIFF 2- Waiting in ambush for target(s) 3- Weapon is ready 4- Weapon in hand (but not aimed) 5- Target is very close by 6- STANDARD 7- Weapon must be drawn from hip-holster 8- Weapon is in sock, scabbard, pants leg etc. 9- Weapon must be drawn from bag 10- Character is total surprise, must make simple assembly to weapon --------- What do I Roll?? Firearms- Perception + Firearms Melee- Dex + Melee Brawling- Dex + Brawl --------- SOAKING On the question of soaking BLUNT damage: (fists, clubs, a 2x4 to the head, etc.) Vampires soak with Stamina (+ Fortitude, if present) Damage is then halved and rounded down. **All Powers that do blunt damage are soaked with Stamina (+ special ability, if any) On the question of soaking Lethal damage: (knives, swords, firearms, etc.) *Vampires soak with Stamina (+ Fortitude, if present). Firearms (nothing else) damage is treated like bashing damage above. (Storyteller's Companion, pg. 46) Exception: a shot to the head does full lethal damage (+2 Diff, +1 Damage). *Mortals cannot soak lethal damage. On the question of soaking Aggravated damage: Vampires may soak with Fortitude only. What causes aggravated damage? Claws (Vampiric and Lupine). Bites (Vampiric and Lupine). Fire to Vampires and Werewolves. Particularly nasty substances (toxic waste, radiation, acid, etc.) may cause them (ST discretion). Do all Melee weapons do Lethal damage to vampires? No, things like flick knives or rapiers only do bashing. Basically if the weapon relies on piercing the target consider it bashing. Bows, crossbows and stakes all do Bashing, although a successful hit to the heart may torpor the vampire, figure out if the attack has staked the vampire first, then if it fails halve it. ----------------------- Accuracy Diff: 2- weapon touching target 3- gun muzzle is inches from Target/target's back turned 4- standard for point blank range/ target is not paying attention 5- Point blank, visibility reduced/ Target is easy to reach 6- Point blank, visibility serverly reduced/ Target is open 7- Standard for close range/ Standard difficulty with cautious target 8- Standard for medium range/ target is moving swiftly 9- Standard for long range- Target difficult to reach 10- target is tiny, or nearly completely concealed by cover ------------------------ COMPLICATIONS * DELAYING an action: at any time can decide to step in and take their action-even during another characters action, as long as it was before the dice rolled. * MULTIPLE Opponents: Characters in melee or hand-to-hand combat with more than one foe lose 1 die from their Initiative roll for every opponent fighting them that turn. ------------------- FIREARMS *POINT BLANK- standard diff. is 4, dmg score is +3 dice *CLOSE RANGE- Standard diff. 7 *MEDIUM RANGE- Standard diff. 8 *LONG RANGE- standard diff. 8 * RELOADING- takes 1 full turn. Unless your gun uses clips. U can reload and shoot if you roll Firearms + Wits against a difficulty of 6; if three or more successes are obtained then the gun can be shot on same turn - HOWEVER Accuracy Factor is reduced by 3 and the action takes place after all the other actions have been completed *ARMOR- armor rating actually # of extra dice used to soak * TWO WEAPONS- U can use 2 weapons at same time by having one in each hand (if weapon normally requires 2 hands you need a STR of 4 to hold in 1 hand). If not ambidextrous, take a -2 dice penalty on offhand, and difficulty goes up by 2. *DODGE- dodging bullets different (and harder) than normal combat. Difficulty determined by by how close one is to gun. Roll Dex + Dodge, and difficulty will also take into acount available cover. 8- Flat and featureless terrain, no cover (u dive to teh ground or crouch and run at angles) 7- Partial cover within running distance (3 yards/9') 6- Full cover within running distance (3 yards/9') 4- Full cover within diving distance (1 yard/3') 2- By moving back a half step, you back into full cover (firearm options) *FULL AUTO- Most damaging. +7 dice on attack, and the Impact (difficulty to soak) goes up by 2. Difficulty to hit up 2. You need firearms of at least `, those wiht no skill have automatic difficulty of 10. *SPRAY- DMG same as Full Auto (+7 dice to attack/+2 to soak), difficulty of attack depends on size of area sprayed. Diff. 3+ the # of yards across being sprayed. (+cover and such). If attack succeeds, u choose who 1st target and assign certain amount of dmg to that target (anything from 1-10). Than you roll a single die, if the roll is equal to or less than the number you chose you do the number rolled + gun's dmg factor. (Example, you say. "I want to assign 10 dmg to Remi. You roll a 7. Your guns damge factor is 4, cause you like Uzis', so you do 7+4=11 dmg. Soak that Remi!) Than you subtract the number you assigned to Remi (10) from you dmg dice pool) and move onto the next target. IF you do not get equal to or lower. (say assign 5 to Remi and you roll an 8), you still subtract 5 from your dmg pool, than move on to the next target. If all targets are gone and you still have dmg dice left, they are gone. If targets too far apart ST determines that some DMG is lost spraying between them. All DODGE made vs spray is increased by 2 * THREE ROUND BURST- Gain 3 dice to attack roll and Soak diff increased by 1. Diff. is one higher than normally would be, due to recoil. Can only be aimed at one target. If a called shot is made with an automatic weapon set for a three-round burst, only the first round may be a called shot. The second and third rounds are handled normally, since recoil prevents their being aimed as carefully as the first. * MULTIPLE SHOTS- if you want to make more than one shot a round (other than full auto or burst options), then you dive your dice pool into two more actions. However, for every additional action you take after the first, the DIFF is raised by an amount equal to the RECOIL rating of your gun. Penalty is cumulative. Thus you would subtract twice the recoil factor on your third shot, and three times on your fourth. * COVER- Targets behind cover are harder to hit (duh) AND it is harder to hit when shooting from behind cover. Diff. to shot and be shot is up to ST. Laying Flat - +1 Running- +2 Behind pole- +3 Behind wall- +4 Only head exposed- +5 * AIM- Get to add your Perception rating to your Per + Firearms pool. Takes one turn for each die you add. Target must not be moving at a speed faster than a walk. You can aim for fewer rounds than you have dots in perception, but can only add dice for the # of rounds spent aiming. Shotguns and SMGs CANNOT be aimed. If gun has a scope +2 dice to attack pool, AFTER one round of aiming. (never higher than +2, if you aim for 2 rounds you get 2 for the two rounds and two for the scope.) **Aiming Effects The following aiming difficulties are from The Anarch Cookbook. Head -- Difficulty +3, Damage: A Wounded result means unconsciousness for a mortal, but a vampire is only stunned and cannot do anything that turn. A Crippled result means the vampire is stunned until she successfully rolls Stamina (difficulty 8). Incapacitated means the vampire's neck is broken and she is paralyzed until she can spend enough Blood Points to restore herself to the Crippled level.If the weapon is sharp and the damage is one more than the required to bring the vampire to Incapacitated, then the vampire is decapitated -- the Final Death. Hands/Arms -- Difficulty: +3/+2, Damage: A Wounded result means his hand/arm is broken and any weapons in that hand cannot be used, so swords are dropped, the fingers will not be able to pull the trigger on a pistol, etc. If the weapon used is sharp, a Crippled limb must be recovered and held to the wound while the vampire spends enough Blood Points to restore himself to at least Mauled level. The limb cannot be used until it full heals (treat as if it has taken aggravated damage). Legs -- Accuracy: +1, Damage: A Wounded result means the limb is broken; the penalties to the Dice Pool apply to any activities requiring running. An Incapacitated result with a sharp weapon means the limb is cut off, with the same results as severing a hand or arm. Chest/Torso -- Accuracy: +1, Damage: An Incapacitated result means shock: The vampire has temporarily lost control of her blood. She must roll Stamina + Fortitude (difficulty = total lost Health Levels +2) to regain control, spending a full turn to try. She cannot spend Blood Points until she does this. A mortal will have the air knocked out of her lungs on a Wounded result (stunned for the turn), and her ribs broken on a Mauled result (neither of these results bother a vampire). If the vampire is attacked from behind and the result is one more than needed to Incapacitate, then the spine is broken, and she is paralyzed until she can spend sufficient Blood Points to restore herself to the Crippled Level. --------------------------------------------------------------------------------- MELEE * PARRY- Dex + Melee (plus parry bonus of weapon) Diff= Opponents Melee +4. Parries Bonus Sap- STR CLUB- STR+1 KNIFE- STR+1 FOIL- STR+2 SABER- STR+4 AXE- STR+4 STAKE- STR+2 *DODGE- Two ways, match opponent head to head (Dex + Brawl), or just dodge (Dex + Dodge) *MANEUVERS- Bite- Initiative -2, Dex + Brawl, Accuracy +2, DMG Str+1 Grapple- Initiative -1, Dex + Brawl, Accuracy 0, Special Body Slam- Initiative 0, STR + Brawl, Accuracy +1, Special Immobilize- Initiative -1, Dex + Brawl, Accuracy -1, Special Kick- Initiative 0, Dex + Brawl, Accuracy -1, DMG Str+1 Punch- Initiative 0, Dex + Brawl, Accuracy 0, DMG Str Bite- Initiative 0, Dex + Brawl, Accuracy 0, DMG Str+2 * IMMOBOLIZATION- is target immobilize., but still struggling than diff for attack is lowered by 2. If completely immobilized, attack auto hits. -full nelsons, arm locks etc. etc... Noormally does no dmg. Each success you role higher than your target is one less die he gets to use next round. If you reduce # of dice opponent has to use to 0, you have successfully immobilized the target. If so, u need only one success every round to keep hold on person. * BITE: can drain blood with this attack * GRAPPLE: If score more successes than opponent has dots in STR you can knock down. Next round you will have advantage, add the successes you rolled above targets STR (first round) to your dmg pool. IF you do not wish to harm target, reduce the # of STR dice they use before attacking. Thus, if holding back, you are less likely to succeed. If opponent rolls more successes than you in grappling, you are knocked down and stunned for 1 round. If you miss attack you fall down. Must spend an action to get back on feet. Dmg done while you are down is +1 for every success under hers you made. (You roll two successes, she rolls 5. She gets 3 dice to add to her dmg pool while you are down.) * BODY SLAM- +3 successes to unbalance target. You do one point of dmg to yourself for every success less than three that you roll. If you succeed your opponents diff for rest of round will increase by 2. If another Body Slam is done to same target in same round, she will fall to ground and be stunned. If you do not roll at least 3 successes the body slam fails. opponent gets to attack you as if you have no dice remaining this round. (even if you split dice pool and have dice left.) STR basis for dmg. Opponent may not attack if you successfully body slam them. ------------ Darkness Darkness is the greatest ally of the thief and assassin; it offers concealment for approach and escape. The following rules are suggestions only, and the Storyteller should feel free to adapt or ignore them as desired. The cover of darkness reduces the difficulty of all activities based on visual concealment by two to no less than a difficulty of three. It increases the difficulty of all other activities by three. Characters with the Auspex power Heightened Senses ignore all negative modifiers for darkness unless in total darkness (e.g. in a sealed, unlit underground chamber). In total darkness, the character's other senses compensate in part for the lack of visual input, halving all penalties (round halves up). Characters with the Protean power Gleam of Red Eyes ignore all negative modifiers for darkness, since they can see as well as in normal daylight. Some technological devices counteract darkness to a greater or lesser extent. Image intensifiers (also known as owl eyes and star scopes) work by concentrating the small amount of light that is available from the night sky, but are useless underground or in other circumstances where there is no natural light to intensify. Passive infrared sensors detect heat and may use it to build up an image; sensitive devices can pick up the body heat of a mouse at a range of tens of yards, though any source of heat will register on the device, and an image can be swamped by background "noise" unless ambient temperatures are extremely constant across the scanning area. A vampire has far less body heat than a mortal; heat from ingested blood disperses over time, so a recently-fed vampire will have a stronger infrared presence than a hungry one. Active infrared sensors fire a beam of infrared light at a receiver and detect interruptions to the beam. They are normally used in fixed configurations -- in building alarm systems, for instance. Radar and sonar work bbby emitting energy waves and noting differences in patterns of reflection which might indicate the presnece of an intruder. Like active infrared systems, they require cumbersom equipment and are only used in fixed configurations. Most sonar system used for security work at a pitch far above normal human (and even vampire) hearing.