Fighting Blind

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===Sensing Targets===
===Sensing Targets===
There are, however, ways to try to sense where a target is rather than stage attacks aimlessly. Ordinary people have some chance of bringing their other senses to bear.  Supernatural creatures with inhuman capabilities may have stronger senses, may be able to function unimpaired without vision, or might be able to see in the dark.
There are, however, ways to try to sense where a target is rather than stage attacks aimlessly. Ordinary people have some chance of bringing their other senses to bear.  Supernatural creatures with inhuman capabilities may have stronger senses, may be able to function unimpaired without vision, or might be able to see in the dark.
 +
====Listening====
====Listening====
-
Your character can attempt to listen for a target. The subject must be making noise, no matter how slight, to be heard (walking or breathing heavily makes some noise).  Your character must spend an action listening and the
+
Your character can attempt to listen for a target. The subject must be making noise, no matter how slight, to be heard (walking or breathing heavily makes some noise).  Your character must spend an [[action]] listening. Modifiers are based on how noisy the target is (+3 if he walks on dry twigs, +1 if he walks on a leaf-strewn lawn, -5 if he stands perfectly still and does nothing but breathes lightly), and on how noisy the environment is (no modifier if the area is eerily quiet, -3 if heavy traffic passes by).
-
Storyteller makes a Wits + Composure roll for you, keeping
+
 
-
the result secret (or he may substitute Survival for
+
-
Composure if the situation applies). Modifiers are based
+
-
on how noisy the target is (+3 if he walks on dry twigs, +1
+
-
if he walks on a leaf-strewn lawn, -5 if he stands perfectly
+
-
still and does nothing but breathes lightly), and on how
+
-
noisy the environment is (no modifier if the area is eerily
+
-
quiet, -3 if heavy traffic passes by).
+
-
Dramatic Failure: Your character is convinced that
+
-
he knows the targetÕs location, but is completely off base.
+
-
Failure: Your character cannot locate the target but
+
-
can attack blindly where he believes her to be. The Storyteller
+
-
may make a secret chance roll, as per the rules
+
-
above, assuming your character attacks in the right direction
+
-
at all.
+
-
Success: Your character can attack the target as if
+
-
she is substantially concealed (-3 penalty).
+
-
Exceptional Success: Your character can attack the
+
-
target as if she is partially concealed (-2 penalty).
+
-
Once your character has succeeded on an attack, a
+
-
roll must be made for him by the Storyteller each turn to
+
-
keep an ear on the target. This is a reflexive Wits + Composure
+
-
roll (although Survival might substitute for Composure
+
-
if the Storyteller agrees). The Storyteller can decide
+
-
whether or not the same listening modifiers apply
+
-
from turn to turn.
+
====Smelling====
====Smelling====
-
Characters with a heightened olfactory sense (or more
+
Characters with a heightened olfactory sense (or more likely bestial creatures) can try to sniff a target out by taking an action to smell. He may apply factors based on the strength of the target's odor (+3 if the subject has gone unwashed for days, +1 if she wears strong perfume, -3 if she has showered recently and put on clean clothes), or based on surrounding odors (-1 at a gym, -3 near a paper mill).
-
likely bestial creatures) can try to sniff a target out by taking
+
 
-
an action to smell. The Storyteller makes a Wits +
+
 
-
Composure roll for your character, keeping the result secret
+
====Rolling====
-
(or he may substitute Survival for Composure if the
+
The Storyteller makes a [[Pool::Wits]] + [[Pool::Composure]] roll for you, keeping the result secret (or he may substitute [[Pool::Survival Skill|Survival]] if the situation applies).
-
situation applies). He may apply factors based on the
+
:: '''Dramatic Failure''': Your character is convinced that he knows the target's location, but is completely off base. Failure: Your character cannot locate the target but can attack blindly where he believes her to be. The Storyteller may make a secret chance roll, as per the rules above, assuming your character attacks in the right direction at all.
-
strength of the targetÕs odor (+3 if the subject has gone
+
:: '''Success''': Your character can attack the target as if she is substantially concealed (-3 penalty).
-
unwashed for days, +1 if she wears strong perfume, -3 if
+
:: '''Exceptional Success''': Your character can attack the target as if she is partially concealed (-2 penalty). Once your character has succeeded on an attack, a roll must be made for him by the Storyteller each turn to keep an ear on the target. This is a [[reflexive]] Wits + Composure roll (although Survival might substitute for Composure if the Storyteller agrees). The Storyteller can decide whether or not the same listening modifiers apply from turn to turn.
-
she has showered recently and put on clean clothes), or
+
-
based on surrounding odors (-1 at a gym, -3 near a paper
+
-
mill).
+
-
Dramatic Failure: Your character is convinced that
+
-
he knows the targetÕs location, but is completely off base.
+
-
Failure: Your character cannot locate the target but
+
-
can attack blindly at where he believes she is. The Storyteller
+
-
may make a secret chance roll, as per the rules above,
+
-
assuming your character attacks in the right direction at
+
-
all.
+
-
Success: Your character can attack the target as if
+
-
she is substantially concealed (-3 penalty).
+
-
Exceptional Success: Your character can attack the
+
-
target as if she is partially concealed (-2 penalty).
+
-
Once your character has succeeded in an attack, a
+
-
roll must be made for him by the Storyteller each turn to
+
-
keep a nose on the target. This is a reflexive Wits + Composure
+
-
(or Survival) roll. The Storyteller can decide
+
-
whether or not the same smelling modifiers apply from
+
-
turn to turn.
+
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==Other Notable Combat-related [[Action]]s==
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===Related [[Action]]s===
* [[Jumping]]
* [[Jumping]]
* [[Climbing]]
* [[Climbing]]
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* [[Foot chase]]
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* [[Foot Chase]]
* [[Throwing]]
* [[Throwing]]
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* Vehicle pursuit: [[World of Darkness Sourcebook]], 69
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* Vehicle pursuit<ref>[[World of Darkness Sourcebook|WoD]], p.69</ref>
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* Breaking objects: [[World of Darkness Sourcebook]], 136
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* [[Objects#Breaking_Objects|Breaking Objects]]
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* Improvised weapons: [[World of Darkness Sourcebook]], 136
+
* Improvised weapons<ref>[[World of Darkness Sourcebook|WoD]], p.136</ref>
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* Car crashes: [[World of Darkness Sourcebook]], 144  
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* Car crashes<ref>[[World of Darkness Sourcebook|WoD]], p.144 </ref>
{{Links|Combat|Parent2=Game Mechanics}}{{#set:Parent=Combat}}{{#set:Parent=Game Mechanics}}{{characteristics}}[[Category:World of Darkness]][[Category:Rules]]
{{Links|Combat|Parent2=Game Mechanics}}{{#set:Parent=Combat}}{{#set:Parent=Game Mechanics}}{{characteristics}}[[Category:World of Darkness]][[Category:Rules]]

Latest revision as of 21:22, 1 April 2016

Turn Sequence
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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Sometimes circumstances arise when your character cannot see, but he still needs to defend himself or seek out a threatening opponent. Maybe he's in pitch darkness, dense smoke fills the area or he's suffered vision damage. Such situations make your character easy prey for the things of the world that stalk him. All the more reason for him to try to fight back, even blind.

Contents

Characters who cannot see at all must attack enemies almost as if those opponents are fully concealed. They cannot be targeted at all; shots are taken in the dark, literally. Your character chooses a direction in which he stages his attack -- whether close or ranged combat -- guessing where his intended target might be.


Sensing Targets

There are, however, ways to try to sense where a target is rather than stage attacks aimlessly. Ordinary people have some chance of bringing their other senses to bear. Supernatural creatures with inhuman capabilities may have stronger senses, may be able to function unimpaired without vision, or might be able to see in the dark.


Listening

Your character can attempt to listen for a target. The subject must be making noise, no matter how slight, to be heard (walking or breathing heavily makes some noise). Your character must spend an action listening. Modifiers are based on how noisy the target is (+3 if he walks on dry twigs, +1 if he walks on a leaf-strewn lawn, -5 if he stands perfectly still and does nothing but breathes lightly), and on how noisy the environment is (no modifier if the area is eerily quiet, -3 if heavy traffic passes by).


Smelling

Characters with a heightened olfactory sense (or more likely bestial creatures) can try to sniff a target out by taking an action to smell. He may apply factors based on the strength of the target's odor (+3 if the subject has gone unwashed for days, +1 if she wears strong perfume, -3 if she has showered recently and put on clean clothes), or based on surrounding odors (-1 at a gym, -3 near a paper mill).


Rolling

The Storyteller makes a Wits + Composure roll for you, keeping the result secret (or he may substitute Survival if the situation applies).

Dramatic Failure: Your character is convinced that he knows the target's location, but is completely off base. Failure: Your character cannot locate the target but can attack blindly where he believes her to be. The Storyteller may make a secret chance roll, as per the rules above, assuming your character attacks in the right direction at all.
Success: Your character can attack the target as if she is substantially concealed (-3 penalty).
Exceptional Success: Your character can attack the target as if she is partially concealed (-2 penalty). Once your character has succeeded on an attack, a roll must be made for him by the Storyteller each turn to keep an ear on the target. This is a reflexive Wits + Composure roll (although Survival might substitute for Composure if the Storyteller agrees). The Storyteller can decide whether or not the same listening modifiers apply from turn to turn.




Related Actions


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