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COMBAT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Shadowed Isles uses 3rd edition combat rules, and some players may not be completely familiar with, or understand how the rules differ from 2nd edition. Below is a summary of how the new system works: INITITIVE Everyone takes their Dexterity & Wits then adds them together. After that, each player rolls 1 die (diff doesn't matter) adding total to the above amount. That then becomes the initiative. EXAMPLE: PC Bob has a Dexterity of 3 and a Wits of 3. He rolls a 5. His initiative becomes an 11 (3 + 3 + 5 = 11) ACTIONS After INITIATIVE, the Judge will then ask for ACTIONS in reverse initiative order so that PCs with higher initiatives have the advantage of changing their actions according to the IC actions of others for the round. ATTACKS & DAMAGE Attacks & Damage are also different in 3rd edition combat. * Multiple actions: For Melee attacks, declare how many actions you are taking and then look at your complete Melee pool. Take away the # of dice for as many actions as you take. Roll that. Then take one die away for your second action. Roll that. EXAMPLE: Marty the Crinosed Garou decides he wants to use both of his claws to attack John the Vampire. He declares 2 attacks with his combined Dexterity+Brawl of 8 dice. With 2 attacks he must take away 2 dice to start with, so he rolls 6 dice for the first hit. For his second attack he must take away one more die so has a roll of 5 dice for the second hit. For Firearms attacks, players are limited in actions by how many shots your firearm can do in one round. However, they roll their full Firearms dice for each shot. * Damage: Take the amount of successes from the successful attack -1 and add that amount, in dice, to your damage roll. This is ICly explained that a player hit a critical spot on their opponent's body which could possibly be much more harmful. EXAMPLE: Mark the Immortal has just made a successful attack of 4 successes with his Longsword. For damage, he then takes his dice for the Longsword (Strength+4) + his Strength (3) + 3 more dice from the attack roll for the damage. (3 + 4 + 3= 10 dice.) EXTRA ACTIONS There are a number of supernatual powers which allow a PC combatant to move much faster than a normal person. These include, but are not limited to Rage, Celerity, Wayfare 2, Time 3 and Quickening 3. Extra actions due to powers like these are declared the round BEFORE they are activated. If you declare using your Celerity 2 and spend the blood for it in round 1, then you will finally have the 2 extra actions in round 2. Extra actions are also judged at the END of each round (in initiative order if there is more than one player) after normal actions have taken place. Multiple dice pools may be used during your main round action, but may NOT be used during your extra actions. You MUST make a full attack roll on each extra action. Back to News Files =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |