Combat Summary

Stage One: Initiative
• Everyone rolls Initiative: The result of a die roll + Dexterity + Composure.
The character with the highest Initiative performs her action first or may yield your character’s action until later in the Initiative queue or intro the next turn.

Stage Two: Attack
• Unarmed close combat: Strength + Brawl, minus target’s Defense
• Armed close combat: Strength + Weaponry, minus target’s Defense
• Ranged combat (guns and bows): Dexterity + Firearms, minus target’s Defense
• Ranged combat (thrown weapons): Dexterity + Athletics, minus target’s Defense and armor.

Add bonus dice based on weapon used or effect performed, and then subtract penalties for circumstance conditions. Roll your remaining pool. Each success equates to a Health point of damage inflicted, the type of which is determined by the nature of the attack. Remember to add Potency. Subtract Armor.
The Storyteller describes the attack and wound in narrative terms.

Possible Modifiers
• Aiming: +1 per turn to a +3 maximum
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending storyteller approval. A +3 bonus is applied to each attack roll; -1 per roll for each target if there’s more than one. (+ 8 again)
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll (+9 again); -1 per roll for each target if there’s more than one
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
• Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover”
• Dodge: Double target’s Defense
• Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense
• Firing from Concealment: Shooter’s own concealment quality (-1, -2 or -3)
reduced by one as a penalty to fire back (so, no modifier, -1 or -2)
• Offhand Attack: -2 penalty
• Prone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close combat distance
• Range: -2 at medium range, -4 at long range
• Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire)
• Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5
• Surprised or Immobilized Target: Defense doesn’t apply
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, Defense does apply
• Willpower: Add three dice to any roll or +2 to a Resistance trait (Stamina, Resolve, Composure or Defense) in one roll or instance
• Blood Buff: Vampires can spend one blood point to gain +2 to any physical trait (Strength, Dexterity, Stamina) for one roll

Movement in Turns (each turn is 3 seconds)

At your initiative you may either
  • Move + Move
  • Move + Action (in either order)

    Move = up to your Speed

    Examples of common Actions (all of these can be paired with a Move in a turn)
    Attack – either Close Combat or Ranged
    All-Out Attack in Close Combat (loose your Defense for the turn)
    Draw a weapon
    Open a door
    Break out of a Grapple hold
    Reload a weapon (if the weapon requires individual bullets then loose your Defense for the turn)
    Dodge (can be declared at anytime as long as you haven’t used your action)
    Stand from Prone
    Drop to Prone on your turn (can go Prone anytime as long as you haven’t used your action but if it’s not your turn then you loose your Move for the turn)

    See also Combat System House Rules

Combat Summary

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