Session 16
Date: Unknown
Time: Unknown
Place: Outdoors - Camping



Pack Alpha
Elodoth Iron Master
Voice of the Pack
Played by Adam Betts
Read Marcus's Blog




Ithaeur Bone Shadow
Mind of the Pack
Played by Ben Harris
Read Eric's Blog




Irraka Iron Master
Wits of the Pack
Played by Chris Boyer
Read Deacons's Blog



Sacrificed his life to destroy Simmons
Died During Session 13
Former Pack Alpha
Rahu Blood Talon
Played by Alex Eichen
Read Nails's Blog




Healing Scar's GM
White & Nerdy
Eithan's MySpace


Moon Phase Info

Full Moon - Rahu
Gibbous Moon - Cahalith
Half Moon - Elodoth
Crescent Moon - Ithaeur
New Moon - Irraka

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Monday, August 29, 2005

We need to DUKE IT OUT

Before we start our first session, I think it would benefit it us all to try out the new combat system. Some time this week would be best. Comment this post and let me know, guys. Here's your homework: try to learn the combat summary rules before we test the system.

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 you may yield your character's action until later in the Initiative queue or intro the next turn.

Sage Two: Attack

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

Add bonus dice based on weapons 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 (bashing, lethal, aggravated).

Possible Modifiers

  • Aiming: +1 per turn to a max of +3
  • 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 bullets fired (Multiple targets) with a +3 attack roll. -1 per roll for each target, if there is more than one target.
  • Autofire Medium Burst: 10 bullets fired (1-3 targets) with a +2 attack roll. -1 per roll for each target, if there is more than one target.
  • Autofire Short Burst: 3 bullets fired (single target) with a +1 attack roll.
  • Dodge: Doubles target's Defense; requires one turn
  • Drawing a Weapon: Requires one turn (without Quickdraw Merit), may negate Defense
  • Offhand attack: -2 penalty
  • Range (guns): -2 at medium range, -4 long range
  • Specified target: torso -1, leg or arm -2, head -3, hand -4, eye -5
  • Using willpower: Add +3 to roll or +2 to a Resistance trait (Stamina, Resolve, Composure, or Defense) in one instance

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