Combat Rules & Guides

The following are basic and give you reference pages in your books. Below those are more extensive for those of you who do not have your books yet. Questions?, please ask one of the STs.

Who Hurts Who First:
INITIATIVE (Init) = Wits + Alertness, Target # or as some say, Difficulty (Diff) # will be a 4 unless otherwise specified.

HOW TO HURT SOMEONE:
BRAWLING or I don't have a weapon except my hands and teeth but they work in a pinch = Dexterity + Brawl, Target # is determined by the maneuver from page 228 in V:TM.

MELEE or I am gonna cut you up sucker...or beat you with a chain or other handy farm implement = Dexterity + Melee, Target # is determined by your weapon pages 169-172 Players Guide.

FIREARMS or Bang your dead...at least you should be...hey wait...let go of me = Dexterity + Firearms, Target # is determined by gun type pages 164-165 Players Guide.

Ok someone is trying to hurt me, Now what? DODGE or the quick and the dead = Dexterity + Dodge, Target # is determined by the chart on pg 224 of V:TM for firearms and is normally a Target #6 for brawling and melee. If you score as many or more success as the person did to hit you, you have escaped damage.

Ok, so I am one of the dead, How much does it Hurt? or in other words, How much damage do I take, if any?
BRAWLING DAMAGE = Strength + maneuver modifier (found under Damage on the chart in V:TM page 228)

MELEE DAMAGE = Strength + Weapons modifier (found next to diff # from the V:TM page 228)

FIREARMS DAMAGE = Weapon Damage + the number of successes you rolled to hit - (minus) the success he/she rolled to dodge + any modifiers for the ammunition used - (minus) 1. (extensive weapons chart on Players Guide page 164-165)

Ouch that hurt...or did it just graze me?
SOAKING the damage = Stamina + Fortitude for Normal Damage (non aggravated), Target # = 6.
Stamina + Fortitude for Aggravated Damage accept those below. You must have at least one dot in Fortitude to resist this type of wound.
Fortitude only for Fire and Sunlight

Please remember this is an overview and other things can influence these rolls. The ST has sole discretion over target #'s. Much more information can be found in V:TM on pages 211-221 for other skills and actions.

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Combat for Beginners/Intermediate Combat w/o Complications The Masquerade pg 222
I. Initiative
Wits+alertness(diff 4)
A botch on the initiative roll means a character does not act that turn. Please roll again for your init for your second and subsequent turns right after your botch roll. See Thoughts on Initiating combat below. Refer to the Generations chart on burning blood points per turn. See section on Multiple Actions if splitting dice pool or using celerity.

Go in turn of inits roll. If it is your turn, please let the ST know if you are burning blood points, splitting dice pool or using celerity and then call your action before rolling.

II. Attack
A. Firearms Dex(-Armor penalty)+Firearms
Difficulty for attack listed in difficulty column of firearms table. Difficulty rating specific to firearm used.

B. Melee Dex(-Armor penalty)+Melee
Difficulty for attack listed in difficulty column of Melee table. Difficulty rating specific to melee weapon.

C. Brawl Dex(-Armor penalty)+Brawl
Difficulty for attack listed in accuracy column of Brawl table. Accuracy rating specific to maneuver used.

. See Other Actions below

III. Dodge

Stated before opponent makes roll. Dex(-Armor penalty)+Dodge
(diff for A. Depends on cover; B or C 6 + 1 for every opponent after the first) Each success takes away 1 success from attackers attack roll. Dodge uses up an action, or part of an action if the player decides to split his dice pool.

IV. Damage Roll
The number of dice rolled for damage is listed under the Damage column of the appropriate table.
Difficulty of damage roll = 6
If the attacker has Potence, one automatic success is added to the Damage Roll.
For A. attacks: Each success for the attack roll adds a die to the damage roll.
For A, B or C attacks: Each success on a damage roll gives target -1 health level.
Rule of one does not apply to Damage rolls.

V. Soak
Stamina + Fortitude + Armor Rating (diff 6)
Each success reduces the damage by one. Rule of one does not apply to Soak rolls.

List of Complications
1) General Complications
a) Changing Actions
b) Immobilization

2) Firefight complications
a) Range
b) Cover
c) Movement
d) Aiming
e) Targeting
f) Multiple shots
g) Full-Auto
h) 3 round burst
i) Spray

3) Melee and Brawl Complications
a) Multiple opponents
b) flank and rear attacks
c) stake
d) bite
e) claw
f) grapple
g) body slam

Armor Chart pg 229 TM
Armor Class Armor Rating Penalty on Dex
One reinforced clothing 1 0
Two armor T-shirt 2 1
Three vest 3 2
Four flak jacket 4 3
Five full suit 6 4

Melee Weapons Table pg 228 TM
Weapon Difficulty Damage Conceal
Sap 4 StrP
Club 4 Str + 1 T
Knife 4 Str + 1 J
Foil 5 Str + 3 T
Saber 6 Str + 4 T
Axe 7 Str + 5 N
Stake 6 Str + 2 T

Brawling Table pg 228 TM
Maneuver Accuracy Damage
Bite 5 str + 1
Punch 6 str
Grapple 6 str
Claw 6 str + 2
Kick 7 str + 1
Body slam 7 see options

Firearms Table pg 227 TM
Type Diff Damage Range Rate Clip Conceal
Lt. Revolver 6 4 12 3 6 P
Hvy. Revolver 7 6 35 2 6 J
Lt. Pistol 7 4 20 4 17+1 P
Hvy. Pistol 8 5 30 3 7+1 J
Rifle 8 8 200 1 5+1 N
Sm. SMG 7 4 25 3 30+1 J
Lg. SMG 6 4 50 3 32+1 T
Assault Rifle 7 7 150 3 42+1 N
Shotgun 6 8 20 1 5+1 T
semi-auto Shotgun 7 8 20 3 8+1 T
Crossbow 7 5 20 1 1 T

Generations Chart page 140 TM
Generation Trait Max Rating Blood Pool Size Blood Points/Turn
Third 10 ? ?
Fourth 9 50 10
Fifth 8 40 8
Sixth 7 30 6
Seventh 6 20 5
Eighth 5 15 3
Ninth 5 14 2
Tenth 5 13 1
Eleventh 5 12 1
Twelfth 5 11 1
Thirteenth + 5 10 1

Thoughts on initiating combat - channel rules
If you are in the middle of a scene and it looks like it is going into combat, if someone requests an inits roll, please either finish or strike an action (whichever is appropriate at the time - disputes settled by STs) and then roll inits.

Other Actions pg 211 TM
Yielding: The character allows the person with the next highest initiative to take his action, thereby yielding her turn. She can still take her action at the end of the turn. If everyone, including her opponents, yields as well, no one does anything that turn.

Healing: The character can decide to do nothing but use a Blood Point to heal himself. In one turn, one Health Level can be restored automatically if no other action is taken. A blood point can be used to enhance a Physical Attribute while the character performs other actions.

Moving: The character may move by walking, jogging or running. If she walks, she may move seven yards. If she jogs, she may move 20 yards + (3 x Dex). No roll is required, but this movement is the only action the character can perform in that turn.... If the character wants to run away from the conflict or encounter, she must dodge unless she is not in the field of fire or hindered in any way.

Multiple Actions pg 209 TM
Characters with multiple actions may take their first action in their normal order of initiative (unless they delay). They may take no more than one action at this time. After all characters have completed their first (or only) action, characters with more actions may take their second action, again in the order of initiative, as above. While characters may delay their action, they must take it before the rest of the characters move on to their next action, or it is lost. However, characters can always use dice as long as there are any dice left in the pool. See example in text.

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