Category:Combat Systems

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You'll find everything you ever wanted to know about combat in WoDG here. We start with the basics and provide handy tables and explanations for combat maneuvers, complications, and permutations.

Contents

World of Darkness: Gotham Combat!

From the very beginning, WoDG Staff decided to fearlessly tread where few dare and develop a single combat system to be used by all venues in the Chronicle in an effort to make Crossover simpler and create a more consistent environment for community members.

We spent a good deal of time comparing the combat systems of all venues and came up with a comprehensive system for mundane combat mechanics that makes sense to us.

Players and STs should be familiar with this area of the site as it trumps whatever is in the books.

However, we are human and can very well have missed something critical as we streamlined the oWoD revised rules and tried to resolve inconsistencies. So with that in mind, we welcome constructive comments from the community and hope that you guys will help make the system better and more efficient for all to enjoy.

Combat Basics

  • Combat consists of turns.
  • One combat turn lasts about three in-game seconds.
  • One turn has three phases - Initiative, Attack and Resolution.

Initiative Phase

The Initiative Phase includes two key elements:

  1. Deciding in what order characters’ actions are taken. That is called Initiative.
  2. Deciding what their actions will be. That is called Action Declaration.

Initiative

Combat Phases At A Glance

  1. Initiative -Roll Initiative and Declare Actions
  2. Attack -Roll to determine the results of your action
  3. Resolution -Roll damage, soak or other appropriate resistance rolls. RP the results.
  4. Multiple Actions -Repeat Attack and Resolution Phases until all actions are spent.These include extra actions as well as multiple actions.

Once initiative is rolled the scene is closed to incoming players unless specifically allowed by a ST.

Initiative is decided by rolling 1d10 and adding the total of your character’s Dexterity+Wits rating to it. Once rolled, players post their initiatives to the chat with your total roll and your base bonus. So a character who rolls a 9 and has a Dexterity+Wits rating of 6 would mark their initiative as 15b6 in the chat. In that example we added 9+6 and denoted the base with the letter b and the number 6.

Some notes on complications regarding initiative:

  • Wound penalties apply to the total initiative bonus, not to the base rating. Example: You roll a 5 and have 6 base initiative, that would normally be 11b6, if you have a -2 wound penalty it would become 9b6.
  • In a draw, the character with the highest initiative base bonus acts first. If both base bonuses are equal, another 1d10 is rolled and the one with the highest roll goes first. This makes it easier to avoid any discussion about who has to declare first.
  • You can delay your action to prepare for someone else’s action or to react to aborted actions or surprises. The character who is delaying goes automatically before a character with slower initiative. So if your character has a higher initiative and decides to interfere with a character with a slower initiative if they make a hostile move, your character’s attempt to thwart the aggressor will go off first before the aggressor’s action.
  • Offensive actions can always be aborted in favor of defensive actions, as long as your character hasn’t spent all their actions.
  • All multiple actions are handled at the end of the turn and this in normal initiative order. They are handled as extra combat turns until every character in a combat with multiple actions has used up all their actions.
  • Initiative is rolled at the beginning of every combat turn. It’s not rolled once for an entire combat.

All involved players post their respective initiative scores in the chat room before the attack and resolution phase are handled.

Action Declaration

Now that initiative has been rolled, the next step is to declare your character’s action. As previously noted, players will declare according to their initiative score. Those with the lower initiative declare first and the highest declare last. Giving those with a higher initiative (faster characters) an edge over those with lower initiatives (slower characters). Make sure to properly think about your action. Once actions have been declared, players characters cannot change their actions except to engage in a defensive maneuver or to change targets. They may not change their action in any other way.

It is during the Action Declaration portion of the Initiative Phase that players also declare what powers they activate or modifiers they spend like Quintessence, Blood Points, Willpower, Celerity, Rage, Gnosis, etc. STs will not allow players to do this after the declarations are made and the Initiative Phase passes to the Attack Phase except in the case of Aborting Actions or Changing Targets.

Attack Phase

The attack phase is the phase in a combat turn where the actual action takes place. Players roll for their attacks and other actions and the results are posted in the chat. Each player goes in the order of their initiative highest first and lowest last. Defensive actions are rolled in response to an attack and therefore do not adhere to the normal initiative rules as they are considered resisted rolls. Once the first action is taken, the player goes to the resolution stage where the results of their rolls are handled including damage dealt and reactions to supernatural powers are decided.

Resolution Phase

Once the degrees of success are established by the attack phase, players have to resolve the damage dealt by an attack or the results of a supernatural power. This is also where opponents roll their soaks or roll to resist supernatural powers in order to determine how successful an attack was.

Damage dice pools typically consist of the base damage for the weapons or attack plus an additional dice per success beyond the first.

Players may then post the results of their attacks and resolutions in IC posts with as much flavor and style as is fitting and fun.

Once the first player in a combat turn ends their attack and resolution phases, then the second player in the initiative order goes through the attack and resolution phase, then the third, and so on.

Soaking Damage and Damage Types

Soaking damage refers to the roll a character makes to absorb the damage inflicted upon them by an attacker during the Resolution Phase. Normally soaking is done with a stamina roll (Difficulty 6). However, there are mundane and supernatural methods of modifying this dice pool by using armor or certain supernatural effects. Some damage types cannot be soaked normally by certain types of characters without either mundane or supernatural assistance:

  • Bashing Damage - All characters can soak bashing damage.
  • Lethal Damage - Only non-mortals and non-mages may soak lethal damage without supernatural means of assistance. Some armor types will allow a soak roll of some types of lethal damage. For example, a kevlar vest will protect even a mortal from a certain amount of damage done by a bullet and give the number of soak dice equal to the armor rating of the armor.
  • Aggravated Damage - May not be soaked normally by any character type without a special ability or other specific means of protection. Some types of armor also protect against certain types of aggravated attacks. For example, an armored vest may protect a character’s torso from allowing claws to penetrate down to the flesh. Again, the number of soak dice given in these cases is equal to the armor rating of the armor.

Maneuvers and Complications Charts

Close Combat Maneuvers






Maneuver

Traits Accuracy Difficulty Damage Notes
Bite, Fanged
Dex+Brawl
Normal

Normal

Str+1 (Agg) +2 Hispo
-1 Diff for Crinos-Lupus
Bite, Normal
Dex+Brawl
Normal
Normal
Str (Bashing/Lethal)

Claw, Supernatural Attack
Dex+Brawl
Normal
Normal
Str+1 (Agg)

Clinch
Str+Brawl
Normal
Normal
Str (Bashing)
Resisted. Defender may use Dex.
Disarm
Dex+Brawl/Melee
Normal
+1
Special

Evasive Action
Wits+Athletics
Normal
Normal
None

Grapple
Str+Brawl
Normal
Normal
None
Resisted. Defender may use Dex.
Hamstring Dex+Brawl Normal 8 Str+Cripple Useable by: Crinos-Lupus
Jab Pistol Dex+Melee Normal Normal Per Weapon Type +2 (Lethal)
Jaw Lock
Dex+Brawl
Normal
Special
None
Useable by: Crinos-Lupus
Kick
Dex+Brawl
Normal
+1
Str+1 (Bashing)

Leaping Rake
Dex+Brawl/Melee
Normal
8
Str+1 (Special)
Useable by: Glabro-Crinos. Requires 2 actions.
Strike
Dex+Brawl
Normal
Normal
Str (Bashing)

Sweep
Dex+Brawl/Melee
Normal
+1
Str (Bashing), Knockdown

Tackle
Dex+Brawl
Normal
+1
Str+1 (Bashing), Knockdown

Taunt
Man+Expression
Normal
Target's Wits+4
None
Reduces Target's dice pool.
Weapon Strike
Dex+Melee
Normal
Normal
Per Weapon Type

Ranged Combat Maneuvers






Maneuver Traits Accuracy Difficulty Damage Notes
Aiming
None
None
None
None
+1 Dice per turn spent aiming up to Per rating.
Automatic Fire
Dex+Firearms
+10
+2
Special (Lethal)

Bows
Dex+Archery/Athletics
Normal
Normal
Per Weapon Type
+1 Diff when using Athletics instead of archery.
Cover
None
None
None
None
Special
Multiple Shots
Dex+Firearms
Special
Normal
Per Weapon Type (Lethal)

Range
Dex+Firearms
Normal
Special
Per Weapon Type (Lethal)

Reloading
None
None
Special
None
Takes a full turn. Can be part of multiple actions at ST discretion.
Strafing
Dex+Firearms
+10
+2
Special

Three-Round Burts
Dex+Firearms
+2
+1
Per Weapon Type (Lethal)

Thrown Weapons
Dex+Athletics
Normal
Normal
Per Weapon Type
+1 Difficulty for non-balanced weapons.
Two Weapons
Dex+Firearms
Special
+1 for Off-hand
Per Weapon Type (Lethal)

General Maneuvers






Maneuver
Traits
Accuracy
Difficulty
Damage
Notes
Aborting Actions
Willpower

Normal

A Willpower can be spent instead.
Changing Target
Willpower

Normal

A Willpower can be spent instead.
Blind Fighting,Firing
Dex+Brawl/Melee/Firearms

+2


Ambush
Dex+Stealth vs Target's Per+Alertness

Normal


Flank and Rear Attacks




+1 Attack die at flank. +2 Attack dice at rear.
Multiple Actions




Special
Desperate Defense




Special
Movement




20+(3xDexterity)yards divided by 2 and still take an action in a turn.
Targeting


+1, +2, +3
+1 or +2

Defensive Manuevers






Maneuver Traits
Difficulty
Notes
Blocking
Dex+ Brawl

Normal

Resisted roll.
Dodge
Dex+Athletics (Dodge can be used as a secondary ability)

Normal/+1 against auto fire and strafing.

Resisted roll.
Parry
Dex+Melee

Normal

Resisted roll. Riposte if more successes than the attacker.

Maneuver Complications






Maneuver
Traits

Difficulty

Notes
Immobilization




+2 bonus dice
Dazed/Stunned
Stamina+(Variable based form or creature type.)



Only damage that is not soaked is counted.
Knockdown
Dex+Athletics

Normal

Attacks made while knocked down are at -2 dice. Attackers +1 Attack die.
Multiple Opponents


+1 per Attacker up to +4 max.

More than 10 opponents use swarm rules.
Stake Through the Heart
Dex+Melee
Normal
+3
Str+1
Three damage after soak required.
Weapon Length
Dex+Brawl/Melee

+1 vs longer weapon.


Special Maneuvers






Maneuver
Traits

Difficulty

Notes
Packs and Swarms
Special

Special

Special


Pages in category "Combat Systems"

The following 6 pages are in this category, out of 6 total.

C

D

G

M

R

S

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