Combat System House Rules

Philadelphia By Night: Black Doves uses this combat system as an adjustment to the nWoD combat system. The links posted here are all taken directly from the original thread but use the information posted here on Obsidian Portal.

Combat Changes

Armor: Armor now reduces the number of Health Levels an attack inflicted, rather than reducing dice.

Grapple: When grappling someone, additional successes effectively increase the Strength of the grappler, making it harder to escape.

Defense: Melee Defense is now the higher of Dexterity or Wits. Ranged Defense is 0. If actively defending (spending action) now the lower of Dexterity or Wits.

Core Changes

Potency: certain weapons and the core strength of a character provide bonus successes to an attack provided the actual roll is successful.

Finesse: certain weapons provide bonus dice to attacks, representing greater accuracy and flexibility.

Autofire: In addition to gaining more dice when firing a burst, you gain additional bonuses:
Short Burst: Up to 3 Bullets (+1 die)
Medium Burst: Up to 10 Bullets (+2 Dice, 9 Again)
Long Burst: Up to 20 bullets (+3 dice, 8 Again)
Strength now provides Potency to Weaponry and Brawl attacks.
Strength 3: +1 Potency
Strength 5: +2 Potency
Strength 8: +3 Potency
Strength 10: +4 Potency
Per +2 Strength afterward: +1 Potency

Revised Ranged Weapons Table

Light Revolver Potency: +0L Dice: +2 Range: 20/40/80 Clip: 6 Str: 2 Size: 1 Cost:••
Heavy Revolver Potency: +1L Dice: +1 Range: 35/70/140 Clip: 6 Str: 3 Size: 1 Cost: ••
Light Pistol Potency: +0L Dice: +2 Range: 20/40/80 Clip: 17+1 Str: 2 Size: 1 Cost: •••
Heavy Pistol Potency: +2L Dice: -1 Range: 30/60/120 Clip: 7+1 Str: 3 Size: 1 Cost: •••
Rifle@ Potency: +2L Dice: +3 Range: 200/400/800 Clip: 5+1 Str: 2 Size: 3 Cost: ••
Small SMG# Potency: +0L Dice: +0 Range 25/50/100 Clip 30+1 Str 2 Size 1 Cost •••
Large SMG#@ Potency: +1L Dice: +0 Range 50/100/200 Clip 30+1 Str 3 Size 2 Cost •••
Assault Rifle#@ Potency: +2L Dice: +0 Range 150/300/600 Clip 42+1 Str 3 Size 3 Cost •••
Shotgun@
(Slug) Potency: +3L Dice: +0 Range 20/40/80 Clip 5+1 Str 3 Size 2 Cost ••
(Shot) Potency: +2L Dice: +2
Crossbow##@ Potency: +0L Dice: +3 Range 40/80/160 Clip 1 Str 3 Size 3 Cost •••

Key

# Autofire.
## 3 turns to load, can be used to stake (-4).
@ requires two hands.

Melee Weapon Table

Sap Potency: +0B Dice: +1 Size 1 Cost • Knockout
Brass Knuckles Potency: +1B Dice: +0 Size n/a Cost • Brawl
Sap Gloves Potency: +1B Dice: +1 Size n/a Cost •• Brawl
Club (wood) Potency: +1B Dice: +1 Size 2 Cost n/a
Mace (metal) Potency: +2B Dice: +1 Size 2 Cost ••
Maul (metal)@ Potency: +3B Dice: +1 Size 3 Cost ••
Knife Potency: +0L Dice: +1 Size 1 Cost •
Rapier Potency: +0L Dice: +3 Size 2 Cost ••
Sword Potency: +1L Dice: +1 Size 2 Cost ••
Katana Potency: +1L Dice: +1 Size 2 Cost ••• Durability +1
Great sword@ Potency: +2L Dice: +1 Size 3 Cost •••
Small Ax Potency: +1L Dice: +0 Size 1 Cost •
Large Ax@ Potency: +2L Dice: -1 Size 3 Cost ••
Great Ax@ Potency: +3L Dice: -2 Size 4 Cost •••
Stake Potency: +0L Dice: +1 Size 1 Cost n/a (Heart -4)
Spear@ Potency: +0L Dice: +1 Size 3 Cost • +1 Defense
@ requires two hands

Armor Table

Reinforced Clothing 1/0 Armor Str 2 Defense -0 Speed -0 Cost ••
Kevlar Vest (thin)# 0/1 Armor Str 1 Defense -0 Speed -0 Cost •
Flak Jacket# 1/1 Armor Str 2 Defense -1 Speed -0 Cost ••
Full Riot Gear# 1/2 Armor Str 3 Defense -2 Speed -1 Cost •••
Leather (Hard) 1/0 Armor Str 2 Defense -0 Speed -1 Cost •
Chain mail 2/0 Armor Str 3 Defense -1 Speed -2 Cost ••
Plate 2/1 Armor Str 4 Defense -2 Speed -3 Cost ••••
# Bulletproof items downgrade bullet damage to bashing.

Special Merit Rules

Duck and Weave increases defense against Brawling attacks to the highest of Dexterity, Wits or Brawl.

Extra Action Merits are considered 1 attack for the purpose of lowering defenses.

Special Supernatural Rules

Werewolves gain new bonuses in their wereforms: increases in strength also increase Potency if appropriate. Werewolf claws add +1 finesse (and Lethal damage), while werewolf fangs add +1 potency (and Lethal damage). The armor of Gauru form subtracts health levels of damage, just as all new armor does.

Mages aren’t affected by these rules. Specifically, magic spells work as they always have. Spell-based attacks do not have Potency; mage Armor continues to penalize dice pools, rather than health levels.

See also Combat Summary

Combat System House Rules

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