Combat
From Edge of Darkness Wiki
Turn Sequence | |
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Initiative Surprise | |
General Combat | |
All Out Attack Charging Dodge General Guidelines Fighting Blind Going Prone Touching an Opponent | |
Firearms Combat | |
Aiming Autofire Concealment Firearms Shooting into Close Combat | |
Melee Combat | |
Brawl Grappling Weaponry | |
Equipment | |
Armor Weapons | |
Health | |
Aggravated Bashing Lethal Knockdown Healing | |
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Initiative
Initiative marks the start of combat by determining the order of actions. To roll Initiative, select the Initiative button on the Dice roller. Note: The nWoD does not require all players to declare actions at the beginning of a turn. The result is a more organic and natural combat process.[1]
Ambush
Attacking
Your dice pool for attacks is determined by the type of attack. Roll this by listing your dice pool in the Action field on the dice roller, then selecting the number of dice in the Pool dropdown:
- Unarmed Combat: Strength + Brawl
- Armed Combat: Strength + Weaponry
- Firearms: Dexterity + Firearms
- Throwing Objects: Dexterity + Athletics
Modifiers
All modifiers should be factored into the dice pool except for Willpower. This is automatically added in by checking the Use Willpower checkbox on the right. Sample modifiers include:
- Aiming: See World of Darkness Sourcebook, 162.
- All Out Attack
- Armor
- Charging: See World of Darkness Sourcebook, 164.
- Concealment
- Defense
- Dodge
- Going Prone: See World of Darkness Sourcebook, 164.
- Specified Targets: See World of Darkness Sourcebook, 165.
Complications & Unique Dice Situations
- Autofire: See World of Darkness Sourcebook, 160 or 161.
- Grappling: See World of Darkness Sourcebook, 157 or 159.
- Falling: See World of Darkness Sourcebook, 178
- Fire: See World of Darkness Sourcebook, 180.
- Poison: See World of Darkness Sourcebook, 180.
- Stun, Knockdown, Knockout, Immobilization: See World of Darkness Sourcebook, 167-68.
- Touching an opponent: See World of Darkness Sourcebook, 157.
Wound Penalties
Each player is responsible for tracking his own wound penalties and including them in the roll.
- See World of Darkness Sourcebook, 171.
Weapons charts
Damage
The number of successes on an attack roll equals the number of Health points worth of damage done.
- See World of Darkness Sourcebook, 153.
- Recording Damage is done by changing your signature. See World of Darkness Sourcebook, 171-3.
Incapacitation
If all your health boxes are filled and the last box is bashing, immediately roll a reflexive Stamina roll to maintain consciousness. A reflexive Stamina roll is made each turn for him to remain conscious. See World of Darkness Sourcebook, 173. This comes prior to any supernatural regeneration of wounds or any action taken during your turn. (For werewolves, Death Rage rolls come first though.)
If your last box is filled with lethal damage, you get no Stamina roll to maintain consciousness. You fall unconscious and are bleeding to death. Each minute that passes upgrades 1 lethal to aggravated. If they all go agg, you're dead.
On the flip side, once you heal your rightmost health level, you regain consciousness.
Healing
See Healing or World of Darkness Sourcebook, 175 for standard mortal healing rates. If you're using supernatural healing, you should make clear that they've spent the Essence, Blood, etc. to do so.
- For werewolf healing and regeneration, see Werewolf The Forsaken Sourcebook, 168.
- Jumping: World of Darkness Sourcebook, 67.
- Climbing: World of Darkness Sourcebook, 64
- Foot chase: World of Darkness Sourcebook, 65
- Throwing: World of Darkness Sourcebook, 67
- Vehicle pursuit: World of Darkness Sourcebook, 69
- Breaking objects: World of Darkness Sourcebook, 136
- Improvised weapons: World of Darkness Sourcebook, 136
- Car crashes: World of Darkness Sourcebook, 144
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Parent | Combat +, and Game Mechanics + |
Pool | Dexterity +, Firearms Skill +, and Athletics Skill + |