Post by Admin on Oct 4, 2012 3:10:39 GMT -5
Initiative:
A: Roll 1d10 + Dex + Wits - Armor Penalty - Wound Penalty - anything else that explicitly subtracts from your initiative rating + anything else that explicitly adds to your initiative rating.
B: The Storyteller will call off initiatives from Highest to Lowest rolls.
C: When your turn comes up, you may take your action, or hold it.
D: You may interrupt anyone's action who has a lower initiative score with a held action.
E: If interrupted, you may change your declared action by spending a WP.
Soaking
Bashing: Roll Stamina + Armor to soak; add a number of extra successes equal to your Fortitude Rating. The final result is halved (round down) against Vampires, but acts the same as Lethal damage for them afterward.
Lethal: Roll Stamina + Armor + Fortitude to soak.
Aggravated: Roll Stamina (up to your Fortitude Rating) + Armor + Fortitude
Multiple Actions
-1 die for each action (not each extra action) taken for every action, plus an additional -1 die lost for each action after the first, cumulative.
Example: Dex+Firearms dice pool of 6. Shooting 3 times. The first shot is 3 dice, the second is 2 dice the third is 1 die.
Example: Dex+Dodge dice pool of 5. Dex+Firearms dice pool of 6. The character is shot at, so declares he will dodge in addition to taking his action later in the round. This is 2 actions. So his dodge is 3 dice, and his shot is 3 dice.
If you do nothing but take defensive actions (announced as: Full Defense!), you roll your full defensive dice pool against the first attack, -1 cumulative die for each attack against you thereafter.
Example: Dex+Dodge dice pool of 5. Dex+Melee dice pool of 7. Someone shoots at you. You declare an abort to Full Defense! You dodge the shot, rolling your full 5 dice. Later, someone attacks you with a sword. You now have a -1 dice pool penalty for this second defense, but you block with Dex+Melee, so you roll 6 dice. You are attacked by a second foe with an axe, and block, with 5 dice, and then you are shot again, and dodge with 2 dice.
If you take your action and are attacked later in the round, you may spend a WP and abort to a defensive action using your full dice pool. However, your action next round must also be full defense.
Example: You have Dex+Melee 7. You win initiative and attack your foe with your sword. You roll 7 dice to hit him. He declares he will parry and counterattack. He successfully blocks your attack. You spend a WP and declare that you are aborting to full defense. You roll your full Dex+Melee dice pool to block this round. Assuming you survive, the only action you may take next round is Full Defense, giving your opponent another opportunity to gut you before you may counterattack.
All first actions go in order of initiative, then any multiple actions are taken in order of initiative. Note: Defensive actions do not count in this regard.
Example: Two martial arts masters face off against one another. The first declares he will hold his action. The second declares he will attack twice. The first interrupts saying he will attack twice as well. The first attacks once, then the second attacks once. Then the first attacks again, and the second attacks again.
Example: The next round, the first martial artist again holds his action. The second declares he will attack twice. The first martial artists decides to block twice and attack once. The first martial artist attacks. Then the second attacks, and the first blocks. Then the second attacks and the first blocks again.
A: Roll 1d10 + Dex + Wits - Armor Penalty - Wound Penalty - anything else that explicitly subtracts from your initiative rating + anything else that explicitly adds to your initiative rating.
B: The Storyteller will call off initiatives from Highest to Lowest rolls.
C: When your turn comes up, you may take your action, or hold it.
D: You may interrupt anyone's action who has a lower initiative score with a held action.
E: If interrupted, you may change your declared action by spending a WP.
Soaking
Bashing: Roll Stamina + Armor to soak; add a number of extra successes equal to your Fortitude Rating. The final result is halved (round down) against Vampires, but acts the same as Lethal damage for them afterward.
Lethal: Roll Stamina + Armor + Fortitude to soak.
Aggravated: Roll Stamina (up to your Fortitude Rating) + Armor + Fortitude
Multiple Actions
-1 die for each action (not each extra action) taken for every action, plus an additional -1 die lost for each action after the first, cumulative.
Example: Dex+Firearms dice pool of 6. Shooting 3 times. The first shot is 3 dice, the second is 2 dice the third is 1 die.
Example: Dex+Dodge dice pool of 5. Dex+Firearms dice pool of 6. The character is shot at, so declares he will dodge in addition to taking his action later in the round. This is 2 actions. So his dodge is 3 dice, and his shot is 3 dice.
If you do nothing but take defensive actions (announced as: Full Defense!), you roll your full defensive dice pool against the first attack, -1 cumulative die for each attack against you thereafter.
Example: Dex+Dodge dice pool of 5. Dex+Melee dice pool of 7. Someone shoots at you. You declare an abort to Full Defense! You dodge the shot, rolling your full 5 dice. Later, someone attacks you with a sword. You now have a -1 dice pool penalty for this second defense, but you block with Dex+Melee, so you roll 6 dice. You are attacked by a second foe with an axe, and block, with 5 dice, and then you are shot again, and dodge with 2 dice.
If you take your action and are attacked later in the round, you may spend a WP and abort to a defensive action using your full dice pool. However, your action next round must also be full defense.
Example: You have Dex+Melee 7. You win initiative and attack your foe with your sword. You roll 7 dice to hit him. He declares he will parry and counterattack. He successfully blocks your attack. You spend a WP and declare that you are aborting to full defense. You roll your full Dex+Melee dice pool to block this round. Assuming you survive, the only action you may take next round is Full Defense, giving your opponent another opportunity to gut you before you may counterattack.
All first actions go in order of initiative, then any multiple actions are taken in order of initiative. Note: Defensive actions do not count in this regard.
Example: Two martial arts masters face off against one another. The first declares he will hold his action. The second declares he will attack twice. The first interrupts saying he will attack twice as well. The first attacks once, then the second attacks once. Then the first attacks again, and the second attacks again.
Example: The next round, the first martial artist again holds his action. The second declares he will attack twice. The first martial artists decides to block twice and attack once. The first martial artist attacks. Then the second attacks, and the first blocks. Then the second attacks and the first blocks again.