Post by Admin on Sept 26, 2012 14:26:04 GMT -5
Because of an unbalance in these disciplines, mainly that Potence is too strong and Fortitude and (to a lesser extent) Celerity are too weak, there will be some minor rules alterations to the mechanics of those disciplines, as follows.
Celerity works as normal for gaining extra actions in combat. In addition, it applies a bonus to initiative equal to its rating, whether the character spends blood to activate it or not.
Fortitude works as normal against Lethal damage. Against Bashing damage, it provides its level in automatic soak successes. Finally, a character applies Stamina + Fortitude, to a limit of twice his Fortitude rating, against Aggravated damage.
Potence adds automatic success to feats of strength, jumping, and damage/effect rolls. However, for rolls to hit in combat, it only adds extra dice, not extra successes.
Example: The Lupine attempts to break Blazec's hold. This is a resisted roll of Strength + Brawl between the two grapplers. As this is not a roll to hit, but rather an effect roll, Potence adds automatic successes here. Blazec rolls his Strength 5 + Brawl 3 and adds 1 automatic success for his Potence.
Celerity works as normal for gaining extra actions in combat. In addition, it applies a bonus to initiative equal to its rating, whether the character spends blood to activate it or not.
Example: At the beginning of the next round, Blazec rolls initiative against the lupine and its two minions. Blazec has a Wits of 3, he has raised his Dexterity to 5 with blood points, and he has a Celerity of 1. He rolls 1d10 and adds 9 to determine his initiative.
Fortitude works as normal against Lethal damage. Against Bashing damage, it provides its level in automatic soak successes. Finally, a character applies Stamina + Fortitude, to a limit of twice his Fortitude rating, against Aggravated damage.
Example: Blazec is battling a lupine and its two mortal servants. The lupine slashes Blazec with Wolf's Claws. Blazec has spent blood to raise his Stamina to 5, and he has Fortitude 3. Against Aggravated damage, he soaks with Stamina + Fortitude, limited to twice his Fortitude rating. His Stamina + Fortitude is 8, but that is limited to his Fortitude 3 x 2 = 6. He rolls 6 dice to soak the Wolf Claw attack.
Example: One of the lupine's minions fires a shotgun at Blazec's chest. Bullets do bashing damage to vampires. Blazec soaks bashing damage with his Stamina of 5 and adds 3 automatic soak successes from his Fortitude. He rolls 5 dice and adds 3 successes to soak the gun shot to his chest.
Example: Finally, the lupine's second minion shoots a shotgun at Blazec's head. Gun shots to the head do lethal damage to vampires. Blazec soaks lethal damage with his Stamina 5 + Fortitude 3. He rolls 8 dice to soak the gun shot to his head.
Potence adds automatic success to feats of strength, jumping, and damage/effect rolls. However, for rolls to hit in combat, it only adds extra dice, not extra successes.
Example: Blazec attempts to grab the lupine, with the intent to follow up the grab with a bite. Blazec has raised his Strength to 5 with Blood Points, and has a Brawl of 3 and a Potence of 1. He rolls his Strength 5 + Brawl 3 + Potence 1 or 9 dice to hit with the Hold.
Example: The Lupine attempts to break Blazec's hold. This is a resisted roll of Strength + Brawl between the two grapplers. As this is not a roll to hit, but rather an effect roll, Potence adds automatic successes here. Blazec rolls his Strength 5 + Brawl 3 and adds 1 automatic success for his Potence.