Combat Rules

  • February 6, 2006 at 8:09 pm #1634
    VEST Paradox
    Participant

    While combat is not the primary focus of Velvet Skies, it is always a possibility with so many different types of people inhabiting the same area. Compound this with a mix of supernatural creatures, and conflict is bound to arise at some point. When talking or trickery will not solve the problem, combat occurs.

    The following rules are presented in order to make confrontational situations as easy to handle as possible. A Storyteller (ST) will be required if you want the combat to be judged fairly. A Storyteller is a referee who has been fully trained in using the following rules. This training includes concepts such as scenery effects, special maneuvers and full knowledge of skills and masteries. In order to contact an ST, simply ask the Room Host that is on duty in the main play room. He or she will then locate a Storyteller for you and your group, if one is currently on-line.

    All players involved must call a ##PAUSE## in the main room and wait silently for a ST or Player ST. All activities and RP by those involved must cease. As STs are only human, sometimes a player will disagree with the Storyteller. When this occurs, the player may make an appeal to VEMailroom@aim.com within 48 hours of the conclusion of the scene. The scene will not be stopped due to disagreements or appeals being filed during the scene. This includes OOC Appeals and Scene Appeals. All appeals must be made at the end of the scene and the scene must proceed to its natural conclusion.

    If a dispute arises that escalates to a point where an ST is needed, and no Storyteller is available to watch over the fight, the players have a few options available to them. First, the players may simply walk away from the encounter and go about their lives as if no conflict had occurred. Alternatively, they can opt to “freeze” their characters voluntarily until an ST becomes available. The freezing should only occur during normal gaming times. A Room Host needs to be contacted so that the arrangements can be made. Freezing requests made outside of normal gaming times will not be honored. ST situations that carry over past the normal gaming times are excluded. The final option, if no Storyteller is present and all sides wish to proceed, is to run the fight yourselves. There are numerous inherent dangers to this option. Lack of rules knowledge, the possibility of improper game play and the inability to appeal the outcome of the fight are just a few examples.

    Remember, if no ST is on hand to preside over the combat, no character may die in any conflict, this includes suicide. Too often players feel the need to off their characters by having them commit suicide then later changing their mind. If a player feels the need to have their characters die by committing suicide then an ST must be present to make an official call. No appeal will be granted once the final call is made, no matter the reason for the change of heart.

    Space and Time

    In a confrontation, time is of the essence. To try to simulate the intensity of combat, encounters are divided into three time segments: Scene, Round and Turn.

    Scenes: The scene is described as the entire encounter, whether it is combat or role-play. The scene often changes with the scenery and the situation. For easy reference, you can assume the following: Anytime you go from one location (D* = Docks to A* = Athenaeum) to another, the scene has changed. When 1 hour of in-character role-playing has been done (Not ST'd events) or an ST'd event ends, so does the scene. Going from inside to outside of the same place is not considered to be a change in scene. Going from one locale like the docks to a person's house or the Athenaeum is an example of changing locales.

    Rounds: All confrontations are divided into rounds. A round represents the amount of time it takes for all those involved to take an action. Once each character involved has taken their action, and all non-player characters have acted, then the current round ends and the next round can begin (if more rounds are needed). For simplicity's sake, a round is defined as a fifteen-second time span.

    Turns: The turn is the duration of time it takes an individual character to take their action. There are as many turns as there are characters, and non-player characters, involved in the scene. Almost any action may be attempted during a turn, provided those actions would not take longer than 3-4 seconds. If a character attempts to do something that would take longer than the allotted time, the character has two choices. Either choose a new course of action, or extend the action into his next turn to complete their plan.

    During a characters turn they can move and act. An action is something that requires the use of a skill, like swinging a sword or jumping over a ledge. Characters can do the following on their turn: Move/Act, Act/Move, or Move/Move. Characters cannot Act/Act, the only exception to this is unless a mastery is used or a character is wielding two weapons. (See Movement below to see how much distance a character can move in a round)

    Most masteries have a time limit required for activation. The mastery will take effect the round after the activation time listed, unless it is listed as instant. For instance, if a mastery takes 1 round to activate, the character will begin the mastery on the first round. On the following round, the mastery will take effect at the beginning of that character's action. If a mastery requires 2 rounds to activate, the only action that character may take is activating that mastery, and nothing else (this does not include dodging attacks). Additionally, some masteries have a duration that is limited by one of the three time frames listed above. If a character began a mastery prior to entering the confrontational situation, the mastery's effects will last for half it's normal duration. If the duration of the mastery is a scene, the effects will end at the conclusion of the combat. If the duration of the mastery is indefinitely then it will remain active. Distance plays an important part of combat as well. Certain actions and masteries are limited by how far away one combatant is from another. It is up to the Storyteller (with some player input, if needed) to determine where objects are located and the approximate distances between them. Accuracy is not as important as imagination, however, certain guidelines should be followed.

    (Touch) Hand-to-hand: When a character attacks another without the use of weapons, the attack is considered to be a hand-to-hand attack. This would include a number of techniques, such as: fists, feet, claws and fangs. This category also includes masteries that require touch to affect the victim. The range of such attacks are very limited since the character must be within arm's, or leg's, length of the intended victim.

    Melee: Melee combat represents combat where the attacker is using a hand held weapon with similar range limitations of hand-to-hand (knives, chains or a baseball bats, for examples). In order to engage in melee combat, the attacker must be within ten feet of the intended target.

    FEC (Forced Eye Contact): Have you ever felt you were being watched and found yourself scanning the room unconsciously? If a character has any need to catch the attention of another character without touching them, this is the skill needed. By mentally willing the other person to look at them, they can catch their eye for just a second. More often than not, this is all that is needed. They system is: 2d6 + Will vs. Target's 2d6 + Will roll.

    LOS (Line of Sight): If a character uses any type of firearm or projectile weapon, they must be within line of sight. In other words, the intended victim must be somewhere that the attacker can see them. The ST will have the final say over the actual distance that a ranged weapon can fire, keeping some sense of reality to the situation. Certain masteries that require line of sight work differently than using weapons. Unlike using a zeroed in firearm to blast your opponent from far away, masteries are much more intimate attacks. Therefore, masteries requiring line of sight must be used with the unaided naked eye. NOTE: While corrective lenses do not affect line of sight in either case, they are an intimate part of your person. Things like binoculars, telescopes and such are not, and thus LOS Masteries do not work with them.

    Scenery

    The scenery represents the world around the combatants. Whether it be a room, a car chase or a battle in the woods, the scenery often times will affect the actions the characters will or can take. The character's surroundings can alter the chances of succeeding when an action is attempted. Although these instances are virtually limitless, we have attempted to take the most obvious ones into account. It is the Storyteller's responsibility to take the following situations into account when a character attempts an action under these circumstances.

    Vision: In order to physically affect a target, the character must be able to see it, or sense it by some other means. Vision is the only sense that will be covered here as certain masteries make vision penalties and bonuses obsolete. When vision is obscured, it becomes more difficult to not only hit but to also dodge an opponent. It is important to remember that Mortals cannot see in the dark so will often fall to the penalties imparted here. Those breeds who can see in the dark will not be penalized by these vision rules due to darkness, but other weather effects may cause vision problems. It is also important to remember that lit areas also do not fall into any obscurity rules (Under a Street Lamp lot for example). While it is up to the Storyteller to assign specific bonuses or penalties to actions due to current vision limitations, the following list of examples are a guide that should be followed:

    Slight Obscurity: (just after dusk (no light); light rain) -2 to Attack and Dodge
    Medium Obscurity: (moonlight; heavy rain) -4 to Attack and Dodge
    Heavy Obscurity: (total darkness; thick fog) -6 to Attack and Dodge

    Cover: Any intelligent defender will use the scenery around him/her to make themselves a more difficult target to hit. This can be accomplished numerous ways: Hiding behind a crate, ducking to the ground, using another character as a human shield, etc. Again, it is up to the ST to hand out specific bonuses or penalties to actions against a target that has cover. These cover bonuses are only applicable when the defender is being fired upon by a line of sight weapon (i.e., masteries do not count). Below is a list of examples that should be followed:

    Slight Cover (lying on the ground – fully exposed) +2 to Dodge
    Medium Cover (hiding behind a tree – partially exposed) +4 to Dodge
    Heavy Cover (hiding behind a crate – minimally exposed) +6 to Dodge
    Full Cover (hiding behind a wall – nothing exposed) Auto Dodge

    The First Phase of Combat

    Initiative: Initiative judges the reaction speed of a character's mind and body when introduced to a stressful situation. This phase determines the order in which all combatants take their actions. This is the one roll that can never be failed or won. Initiative is a place marker that the Storyteller uses to determine who acts when. The character with the highest score goes first, while those with the lowest go last. It is the job of both the Storyteller and the players to keep track of lost Statistics when calculating their Initiative. Lost Body and Mind are to be subtracted from your Quickness modifier, should these Statistics have changed during the course of the previous Turn. System: roll 2d6 + Initiative Modifier.

    The Second Phase of Combat

    After initiative has been rolled and the order of action has been determined, the first player gets to take an action. Usually, this is to attack. However, any action that would require 3-4 seconds or less may be attempted, at the Storyteller's discretion. No dice rolls are needed unless there is a chance that their proposed action could possibly fail. Should the ST feel that the action might fail, it is their job to set forth the requirements for success (i.e., the roll that will be used by the character). For instance, opening a door would not require a dice roll and could take place during one turn. Alternatively, leaping over a stack of boxes to grab for a weapon might require a Body + Athletics roll to see if the character was able to make the jump and land with some semblance of grace. A characters action phase consists of two parts, movement and action. A character can either move and then act, or act and then move.

    Attack: The first thing to do when attacking is to figure out the attacker's total attack modifier. This number is figured out by adding the skill level being used (if any) to the attacker's base attack modifier. Then, a die roll is made, adding the total attack modifier to the result of that roll. If the opponent does not, or cannot, dodge, the attack is then successful. If the defender chooses to dodge the attack, see “Defense” below. The attacker must have a higher number total than his/her target in order to hit their target. If a tie ever occurs between attacked and defender, the defender is always successful. System: roll 2d6 + Attack Modifier + Appropriate Combat Skill Level

    Dual Hand Fighting: Fighting with both hands ins't an easy process by any means, it's more difficult than most people may realize. Most Trained Fighting or Fighting Mastery styles train you to use both hands, so when we talk about Dual Hand Fighting we are speaking of using two weapons. Large Weapons cannot be Dual Handed unless you have a mastery that states otherwise, for this purpose we are talking about Medium and Small Melee Weapons. In any round that you fight Dual Handed, you gain an additional attack from the off hand, but both attacks are penalized as show below. The only way to circumvent this is through an Advantage or Mastery, unless an Advantage or Mastery states otherwise, the rules for fighting with two weapons or double handed are as follows:

    Main Hand / Off Hand : Penalties
    Medium Melee / Medium Melee : -8 / -8
    Medium Melee / Small Melee : -6 / -8
    Small Melee / Small Melee : -6 / -6

    Defense: If a character is under attack and wishes to not be hit, the best solution is to dodge the attack. This can be anything from a simple sidestep, dropping to the ground, ducking or leaping out of range. The defender must figure out what their character's defense modifier is, this is your characters Dodge Modifier (Quickness+Evasion). Then, the players roll dice and add their defense modifier to the result of that roll. The defense score in then compared to the attacker's total. If the defender's score is higher than or equal to the attackers total roll, the attack has been avoided. System: roll 2d6 + Dodge Modifier

    Defending Multiple Attacks: Occasionally a character may be engaged in combat with more than one opponent. When the character attempts to dodge the attacks on multiple opponents, the character suffers a -2 to any dodge roll after the first. This -2 penalty is cumulative with every attacker. For instance, if a character is defending against three attackers, the first defense roll is made normally. The second dodge would suffer a -2 penalty. The third attempt at avoiding an attack would be at -4.

    Defensive Stance: A character who has gained initiative over their opponent(s) for that round may choose to take a defensive stance as their action. This means that the character may not attack or activate a mastery for the remainder of the round. The character then receives a +4 bonus to all defensive actions for the duration of the round.

    Movement:
    A character can move a number of feet equal to their body statistic in any given round when walking. If the character is running, they can move twice their body statistic in a round. Characters run when they use both actions in a turn to move. ( Move/Move as described above) Sometimes, however, that isn't fast enough to get away. If this is the case, the character can attempt to “push it”. Pushing It requires an Body Roll vs. TN 18, and if successful, the character can move at twice their Body statistic for their second movement action (can be used on the second move action only) and the characer must spend a point of Endurance in order to Push It. A Characer can only Push It once per scene, and characters can Push It if they have no Endurance at the cost of Body. Failing the roll does nothing to the character, the speed is just not increased. If the roll is failed by more than five (5), the character pulls something in strain and takes one point of Body damage. Characters that are running cannot activate masteries.

    Damage and It's Effects

    The damage caused by an attack is simply the base damage of the weapon the character attacks with. A Colt “Thunderer” would do 3 Body points of damage as it falls under the category of small arms. A knife would do 3 Body damage because it is a small melee weapon. A Ju Jitsu Throat Strike would do 1 points of Body damage due to the fact that it is a trained fighting style. This physical damage reduces the Current Body statistic of the victim. Once a character has been reduced to 0 Current Body, they will fall to the ground unconscious. Further attacks upon that character can reduce the Current Body statistic below 0. If a character's Current Body ever falls to their Base Body statistic in the negative, and they are a Mortal based breed, they will die.

    If the character is a breed that requires Lore and Faith to be killed (any Non-Mortal breed), then the character will die if a successful Faith roll is made (see the Faith skill and the appropriate breed for details). If the appropriate Lore and Faith are not used, the character will simply be unconscious, regardless of the amount of damage they have taken. This damage will heal according to the healing powers of the breed. For instance, if a character's Base Body is 8, they would fall unconscious at 0 Body, and die at -8 Body if they were a Mortal based breed. If the character was of any Non-Mortal based breed, and the proper Faith roll was used after bringing them to -8 Body, they would be dead as well.

    It is also possible to take Mind and Soul damage. There are many ways that a character might suffer mental or spiritual damage. Non Lethal Weapons, electricity, and several masteries are all examples. Mental and Spiritual damage works the same way as physical damage except the damage is subtracted from the character's Base Mind or Soul statistic. When the character's Mind or Soul statistic falls to 0 or below, the character will collapse to the ground unconscious. The recover times for Mind and Soul are one point per half hour of rest. Endurance, Fatigue, and Spirit recover fully after one nights rest, though some Masteries may increase the rate at which these pools return.

    Comatose: Should a character be reduced to the negative value of their Mind statistic, they are rendered comatose or brain dead. Just the same as when a person dies from physical damage, the mind dies from this amount of mental damage. You cannot recover from this, the same way you cannot be brought back to life from physical damage.

    Permanently Insane: Should a character be reduced to the negative value of their Soul Statistic, they are rendered permantently insane. This functions the same as mind damage above, but the character is beyond the ability to reason gain any tangible concept of reality. You will most likely be placed in long term Asylum care for the rest of your days and unplayable.

    Carry Over Damage: In the case of all Melee, Unarmed, Projectile, or Firearm attacks the damage will be increased by +1 to the base damage for every 5 points the attacker scores over the defenders roll. This does not apply to magical attacks unless stated in the powers description.

    Non-Lethal Damage: Any Melee weapon or Hand to Hand Attack can cause Mind Damage. This is a non lethal attack. To make such an attack you use the skill as normal with a -2 penalty due to the fact that the weapon was not meant to be used this way. All damage done by a non-lethal attack is applied to Mind. Some weapons were designed to do non-lethal damage. Any blunt Small Melee weapon will cause Mind Damage with a normal roll made since that is what the weapon was designed for. Grapple attacks also cause Mind Damage.

    How Damage Affects Die Rolls:

    Body Damage taken is subtracted from the character's Awareness, Presence, Attack, and Quickness Modifiers.
    Mind Damage taken is subtracted from the character's Awareness, Discipline, Quickness and Will Modifiers.
    Soul Damage taken is subtracted from Discipline, Presence, Attack, and Will Modifiers.

    Immortal Regenerative Abilities

    Certain breeds have the ability to regenerate parts of their bodies that have been severely crippled or even removed. The time it takes these breeds to regenerate depends on the extent and location of the damage as listed on the chart below.

    Regeneration Times for Lost Limbs/Organs

    Loss of minor appendage (fingers, toes) – 1 Week
    Loss of minor Organ (Eye, nose, organ not directly related to motor control or thought) – 2 Weeks
    Loss of major Organ (Heart, brain essential to motor control or thought) – 3 Weeks
    Loss of major appendage (Arm, Leg) – 1 Month
    Loss of 1/4 – 1/2 of torso & abdomen – 2 Months
    Loss of greater than 1/2 – 3/4 of torso & abdomen – 3 Months
    Cut into many pieces all smaller than 1/4 of body – 4 Months
    Incinerated – 6 Months

    Loosing more than one appendage will not increase the regeneration time as the body regenerates as a whole, not one part at a time. Cauterizing a wound, or a limb tht was lost due to incineration, will either double the necessary regeneration time or add 1 month to it (which ever is smaller). A character will never take longer than 6 months to regenerate their body.

    Missing pieces cannot be used again until at least half the regeneration time is fulfilled and then the usage of the partially regenerated pieces will bring a penalty to actions that use the body part as defined below. These penalties apply as soon as the requisite damage is done, for the remainder of the scene, and the regeneration time will be calculated from the date of scene completion (defined as after the entire bout of the role-played scene and after the completion of any sort of appeals process).

    Eyes: A character missing an eye would suffer suffers a darkness penalty of -2 to attack and dodge during the first week of the regeneration time and reduces to a -1 for the second week. Loosing both eyes places you in total darkness, the second week of healing puts you at a -4 penalty.
    Arms: A character missing an arm will be unable to use it for any purpose for the first two weeks of regeneration and then will suffer a -4 to all attacks and physical motions that use the arm (i.e. -4 to an athletics roll for a character trying to lift weights with an arm undergoing regeneration.) Loss of both arms will double these penalties.
    Legs: A character missing a leg will not be able to use it for the first two weeks of it's regeneration and when using an alternate mode of transportation (i.e. crutch or wheelchair) will take six rounds to escape combat and tripple the time to cover the same distance as if he had two working legs (doubling arrival times, etc.) During the second two weeks the character will take 4 rounds to escape combat and suffer a -2 penalty to dodge rolls.

    Any damage category greater than loss of an appendage will keep a character out of combat condition for the full time listed, a character can RP limited motion after half the regeneration time has been reached but no physical rolls are possible until the full regeneration time has been reached.

    Special Actions or Effects

    Movement in Combat: Moving while attacking will give the attacker a -3 penalty to the attack, there is no penalty for the target moving away unless they are moving erratically and specifically ducking and weaving, in this case they gain a +3 to their Dodge roll (see Escaping)

    Ranged Staking: While staking an unconscious vampire that is right in front of you is relatively easy, only an expert archer can attempt such a feat at a distance. An Archery skill of no less than level 8 must be possessed in order to try for a ranged staking. In addition, the marksman must also aim for a minimum of 1 round before firing. Once these requirements have been met, the character makes a standard attack roll of 2d6 + Attack + Archery, with a -4 penalty vs a TN of 30. If the shot is successful, the attacker makes a Faith roll as normal.

    Disarm: If a character's weapon skill exceeds level 4, they have mastered the skill well enough to disarm their foes. The attacking character makes a normal attack roll (2d6 + Attack + Weapon Skill). Their victim must then roll 2d6 + Quickness + Weapon Skill. If the defender wins the roll, he/she maintains possession of their weapon. Should the attack succeed, the character may either take the weapon from the opponent (if the disarm was attempted by hand) or cause the weapon to fly off in a random direction. No damage is dealt with this sort of attack.

    Escaping:
    If, while in combat, a character comes to the startling conclusion that they are going to lose the fight, they may attempt to flee the area. The fleeing character may take no other action, save for running. The character may cease fleeing at any given time, should the need arise. There are a few different ways in which a character can escape and *anytime* a character is attempting to flee from combat, it is considered an attempt to Escape, it's not a special type of action. The methods are:

    1) No Line of Sight : If you can get out of the attackers LOS for two rounds and can *stay* out of their LOS, you can escape. This can either be the use of a mastery that makes you invisible, going around a corner and hiding somewhere, or some other means of obfuscation.
    2) Distance : If you can outdistance your attacker and they have no means to catch you or attack you from a range, you can escape combat. This can be accounted for by the fact that you are faster than they are, and they simply will not be able to catch you to attack you.
    3) Normal Escape : If the Defender can manage to dodge every damaging attack that is directed at them for two full rounds, while actively attempting to flee the scene, the character can escape.

    The exception to these is an enclosed area. An enclosed area would be inside the athenaeum or a house, a church etc. Escaping while in an enclosed area is not possible, however you may use one of your escape rounds getting out of the area if there is an exit (door . window, etc.) Once your character has made it to the outside then the above mentioned escaping policies will be in effect. Defensive stances may not be attempted, as the character's sole thought is that of escape, and a defensive stance requires that you stand your ground. When the time comes for the character to dodge an attack that has been directed at him/her, they roll 2d6 + Dodge as normal to avoid the attack. If they receive any damage during the two rounds of fleeing, they must begin anew. A character that is fleeing, and RPs that they are ducking, dodging, weaving or generally making themselves a more erratic target to hit, will gain a +3 to their dodge rolls.

    Firing Into a Crowd: When a character fires a small or heavy arms weapon, bow or crossbow, or thrown weapon at a target that is currently engaged in hand-to-hand or melee combat with another (or more than one other character), there is a chance that any miss will result in another individual being struck. Once the original target has been missed, all others that fall into the area of effect must then roll standard dodge (2d6 + Dodge Modifier) against the attacker's original roll (minus any aiming and Sure Shot bonuses). Should all of the characters succeed in dodging, nothing further happens. Should one or more characters fail to avoid the projectile, the one that failed by the largest amount is struck for half the damage that the weapon normally inflicts (rounded down). The Storyteller has final say over whether or not a character is in position to be struck by an errant ranged attack.

    Grappling:
    Should a character wish to grab hold of another, and restrain him/her, they are considered to be grappling. The combatants must be within arm's length in order to attempt a grapple roll. The initial attempt to grapple is the same as any attack but will not cause any damage (2d6+Attack+Fighting Style vs 2d6+Dodge). If the defender wins the roll, he/she has not been held and is free to go about their action. Should the attacker be victorious, their opponent is held fast in his/her grasp, and numerous effects occur. Both characters have a -4 to defensive rolls as they are locked together, making movement difficult. Neither combatant may attack anyone else, they may only inflict damage upon each other. In order for the character held to break free, he/she must succeed in a 2d6+Quickness roll vs the agressors 2d6+Attack.. The grappler may release his/her hold at any time. On the round after the grapple was successfl, the grappled character will begin to take one (1) Mind Damage for each round successfully held if they are just held, normal grapple attacks can also be made but will not cause the additional 1 Mind Damage per round.

    The person being held is ALWAYS the defender in the case of grappling. The person holding the target is ALWAYS the aggressor.

    Immobilization: Any time that a character is held, restrained, tied up or otherwise unable to move freely, they are considered to be immobilized. All dodge attempts made by an immobilized character are at -6 to the defensive roll. This does not stack with penalties incurred from being grappled.

    Knocked Down: Anytime a character finds themselves on the ground, either by choice or by being thrown/knocked/pushed down, he/she will suffer a -4 to defensive rolls unless the character has level 4 in the Athletics Skill.

    Prone: A prone character is one that is sleeping, unconscious or otherwise totally unable to move at all. Attack rolls must still be made even against prone characters. Guns can jam or misfire, knives and bats slip from you hand at just the wrong time. As with auto successes, auto fails can make even the most simple thing hard. Another benefit to hitting a completely prone character is that you gain the full bonus to damage for your attack result. This is called a Coup de Grace, you cannot perform any movement or other actions during the round you perform this type of attack.

    Stunning: If a character's mind goes into shock, that character is considered stunned. A stunned character is unable to take any action until their next Initiative turn except for defensive maneuvers, and these defensive rolls are all at -3. There are several ways to Stun another character which are listed below:

    Subdual Damage: If a character takes half of their total Mind or Soul Stat in damage (in one single attack) they are stunned for a round. (Example: A Character has an 8 Mind and gets hit by a Psionic Blast doing 4 Mind Damage, since this is half their total, they will be stunned.)
    Masteries: Some breeds have masteries that are able to stun their opponents.
    Tagetted Attacks: Some hit locations have a stun result.

    Targeting: It is possible to hit a specific location on a target. However, the difficulty of such a shot increases with where the attacker wishes to strike. No additional time is required to make a “called shot.” Attacking a defender's body in such a way has varied effects, depending on where the attacker hits. Damage is not the only thing that is affected by a called shot. Effectiveness of the attack can also be reduced or increased. Keep in mind that the torso is the default area for all shots that are not specified. The charts below are separated into different damage levels to reflect the fact that smaller weapons don't cause nearly as much trauma to the body as larger weapons do. Any skills not mentioned cannot be used to target locations.

    Firearms and Melee Targeting Locations: These are modifications for various locations when using any sort of Melee weapon or Firearms.

    Throwing, Archery, Small Melee ( 3 and 4 Body damage)

    Arms: -2 attack, -1 damage (minimum of 1 body damage). This causes the victim to drop anything that was carried in that arm or hand.
    Legs: -2 attack. This causes the victim to move at a decreased speed. 3 rounds are needed to escape combat.
    Vitals/Head: – 6 attack. This causes the victim to automatically be stunned, forcing them to act as in Stunning listed above. If the attack is made to a character that is in the midst of a mastery use including shape change, the mastery and/or shape change will not take place.
    Wings: -2 attack. This causes the victim to fly at half their speed. 3 rounds are needed to escape combat by air. If both wings are damaged in such a fashion, flight speed is decreased to a quarter.

    Medium Melee, Large Melee, Small Arms, Heavy Arms ( 4, 5 and 6 Body Damage )

    Arms: -2 attack, -1 damage (minimum of 1 body damage). This causes the victim to drop anything that was carried in that arm/hand. Victim suffers an additional -4 penalty to all further attacks until the damage is healed.
    Legs: -2 attack. This causes the victim to move at a decreased speed. 4 rounds are needed to escape combat and all defensive rolls are made at an additional -2 until the damage is healed.
    Vitals/Head: -6 attack, +2 damage. This causes the victim to be automatically stunned, forcing them to act as in Stunning listed above. If the attack is made to a character that is in the midst of a mastery use including shape change, the mastery and/or shape change will not take place.
    Wings: -2 attack. This causes the victim to fly at half speed. 4 rounds are needed to escape by air. If both wings are damaged in such a fashion, flight is no longer possible until the damage is healed.

    Hand-to-hand Targeting Locations: These are modifications for various locations when using any sort of unarmed attack.

    Natural Weapons ( 0 Body Damage )

    Arms: -2 attack. This causes the victim to drop anything that was carried in that arm/hand.
    Legs: -2 attack. This causes the victim to move at a decreased speed. 3 rounds are needed to escape combat.
    Vitals/Head: -6 attack. This causes the victim to automatically be stunned, forcing them to act as in Stunning listed above. If the attack is made to a character that is in the midst of a mastery use including shape change, the mastery and/or shape change will not take place.
    Wings: -2 attack. This causes the victim to fly at half speed. 3 rounds are needed to escape combat by air. If both wings are damaged in such a fashion, flight speed is at a quarter for the next 4 rounds.

    Trained Fighting Styles, Fighting Masteries ( 1 and 2 Body Damage )

    Arms: -2 attack, -1 damage. This causes the victim to drop anything that was carried in that arm/hand. Victim suffers an additional -4 penalty to all further attacks for the next 4 rounds.
    Legs: -2 attack. This causes the victim to move at a decreased speed. 4 rounds are needed to escape combat and all defensive rolls are made at -2 for the next 4 rounds.
    Vitals/Head: -6 attack, +1 damage. This causes the victim to be automatically stunned, forcing them to act as in Stunning listed above. If the attack is made to a character that is in the midst of a mastery use including shape change, the mastery and/or shape change will not take place.
    Wings: -2 attack. This causes the victim to fly at half speed. 4 rounds are needed to escape combat by air. If both wings are damaged in such a fashion, flight is not possible for the next 4 rounds.

    Missile Weapon Modifiers

    Just as vision and distance can affect the chances of succeeding at many actions, there are other circumstances that make the use of firearms more difficult. The Storyteller is in charge of assigning these bonuses or penalties depending on both the character's actions and the situation at hand.

    Aiming: Aiming a firearm is a way to improve the accuracy of a shot. There are numerous ways to aim, some of which include: Bracing against an object, using two hands on a small caliber firearm or using a tripod for heavy arms. It takes one complete round to aim, and in doing so the character is granted a +2 bonus to their Attack roll for the next shot that they take. The character may choose to aim for more than one round, and for each additional round that is taken to aim, another +2 is given to the Attack roll. The maximum bonus that can be received is +10 to Attack, or 5 rounds of Aiming. While Aiming, no other actions can be taken, including defensive actions such as dodging. Furthermore, if the character takes an action, or is damaged physically or mentally, they will immediately lose all Aiming bonuses, and must begin again. Sure shot may be added to aiming to exceed the +10 maximum.

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