1. Initiative: Wits + Dex and add 1d10
2. Lowest score declares action first and continues until the highest initiative score declares.
3. The combat action pools are as follows:
4. Regardless of what was declared a character can do an abort action if they have not acted. To abort character must spend a WP or make a WP roll at dif 8. Abort actions are Dodge, Block and Parry
5. Celerity or Rage or Misc. actions go last after the everyman actions.
6. You may split actions only for the everyman turn, the everyman is the turn everyone gets.
7. You may perform different or multiple actions if you split and this is the new formula.
Example - If Sarah has a dodge pool of 6 and a brawl pool of 7 and she does an action of say: Punch, kick, dodge. She first must subtract 3 dice (for 3 actions) leaving her with pools of 4 for the Punch 4 for the kick and 3 for the dodge. She has to also subtract on more die from her kick pool (because its the second action and 2 more from her dodge pool (the third action) leaving her with the following pools: Punch 4 dice, Kick 3 dice, Dodge 1 die.
8. Disciplines/Gifts/Whatever may never be part of a multiple action.
9. A character can declare that they will only defend this turn and the way this works is like this: If Erin has a dodge pool of 6 she gets 6 dice for the first dodge then loses 1 die for each dodge afterward.
Example - So if Sarah tried to dodge 4 attacks and declared a turn of defending her pools will look like this: 6 dice for the first, 5 dice for the second, 4 dice for the third and 3 dice for the forth. As you see you get better pools for multiple defenses if you do a full defense.
10. All successes on an attack roll past the first success add a die for the damage roll. Now the good news any successes on a defensive action removes successes from the attack. As always if you score equal or more defense successes the attack failed.
Example - If Sarah whacked you for 8 successes and you block for 5 successes she only gets to add 2 extra dice to the damage.
11. Dice penalties apply to all actions EXCEPT Soaking.
Example - This means that if Sarah has 5 soak dice and you do 6 levels of damage to him he still gets 5 dice to soak the next attack.
12. If you parry an attack with a weapon and score more successes you roll the weapon base + extra success over.
13. You cannot block Lethal or Aggravated Damage unless you have fortitude, armor of some sort or a weapon.
14. The three types of damage is Bashing, Lethal and Aggravated
14 a. Bashing is caused by blunt trauma like punches
14 b. Lethal damage is caused by guns, blades, car wrecks, long falls etc.
14 c. Aggravated Damage is cause by either creature weakness or supernatural weapons like vampire or werewolf claws.
15. There are some powers that can allow characters to soak damage they otherwise could not.
16. If the characters declared action is impossible he may be able to change actions. To change a character must spend a WP or make a WP roll at dif 8.
Example - If Sarah declared that she would claw Talis and he moved out of her reach her action is impossible. With a successful roll or expenditure she could give chase or do something else. If Star declared a claw and then wanted to say shoot Talis she could not change her action this way.
17. Modifiers
Attacking Blind - If a character attacks blindly due to daarkness or blindness he can make an attack. Providing they have a way to sense the target is even there.
Attacking from behind - If you can get to someone's back if theyy know you are there or not you gain a bonus. If the target can say see behind them with something like eyes on stalks, the bonus is lost.
Movement - Characters can move a full half of theirr movement rate and still make an attack.
Targeting - A character can target a particular partt of the target the modifiers and general idea of size are listed.
Size Difficulty Damage
Special are things like shots to the eye causing blindness and other effects. If this starts being abused by players, NPCs will abuse it as well.
Bite - This is a standard bite attack it has thhe modifiers listed below. From werewolves and vampires this damage is aggravated. A bite must be done after a successful clinch or grab maneuver. Vampires may do a special attack called a Kiss attack this is basically where the leech latches on and starts draining the victim. On mortals it renders them helpless as the kiss washes over them. To resist the kiss a vampire rolls self-control dif 8. Mortals must have Willpower of 9 or better to attempt to resist and must roll every turn. Three blood points a turn can be drained.
Clinch - This is a grab or pin like move. Charactter rolls Strength + Brawl and if successful the target is immobilized. Neither combatant can do anything other than do damage (Strength), bite or attempt to escape. When the escape attempt is made both roll Strength + Brawl and most successes win. Until the clinch is released or escaped from both combatants are effectively immobilized. Meaning they cannot dodge, parry, or block.
Disarm - This move allows the attacker the remove a weapon from the hands of another. The roll is Dexterity + Melee and if the attacker gains more successes than the targets Strength the weapon is removed.
Multiple Opponents - If a character is attacked by more than one person working in tandem, like a team that has fought before, all defensive moves take a +1 difficulty for each person up to a max of +4.
Kick - This is a heavier attack used to do moree damage.
Sweep - This attack is when a person tries to swweep the legs out from under the target. If the attack is successful the target must roll Dexterity + Athletics at Difficulty 8 or fall on top of the damage based on Strength.
Range - The distance you are from your target deetermines the base difficulty. If the target is within the listed range of the weapon the difficulty is 6 if the target is up to twice the distance the difficulty is 8. It the target is within 6 feet it is considered point blank and the difficulty is 4.
Aiming - By aiming a weapon (projectile) for a fuull turn the attacker adds one accuracy die. The character must have a Firearms skill of at least 1 and can only gain bonuses up to their Perception score. A scope adds +2 to the first turn of aiming.
Three Round Burst - Weapons that are capable of this settingg fires off a burst of rounds that add the following modifiers.
Auto Fire - Weapons with this option can empty the eentire clip into a target adding the following modifiers.
Strafing - Weapons with Auto Fire ability can do thhis attack. What happens is the total number of successes can be divided among all targets within a 10-foot area. The successes must be divided as equally as possible. This action also empties the clip.
Using two weapons - If character is using two weapons at oncce add the following listed modifier to the modifiers for multiple actions for the weapon in the off hand.
Concealment - If the character is partially hidden by obstructions the following modifiers are applied depending on how much of the character is visible.
Dazing - If a character, after soaking, takes dammage equal to or over their Stamina (or Stamina +2 for vampires) they are dazed and helpless. They must spend their next action recovering. A blood point, rage point or willpower (for mortals) can be spent to ignore this.
In combat healing
A vampire (and ghouls) have a chance to heal a level of lethal or Bashing damage. The roll is Survival + Stamina at difficulty 8. Success means a blood point is spent and a level of damage is healed. Failure means no damage was healed but the blood point is still spent and a botch means that an additional level of damage is taken. Werewolves have their own system of Stamina alone against a dif of 8. This kind of healing can be done automatically.