Combat

What would a Storytelling game be without conflict? Storytelling is predicated on dramatic and entertaining events. The essence of drama is conflict, whether it’s a struggle with one’s own flaws or an outward competition between characters. The most extreme form of conflict is combat. Two or more characters fight, seeking to do harm or to kill each other. In the World of Darkness, a bleak place where the health and happiness of others is taken for granted or utterly dismissed, violence is pervasive. All too often problems are solved with violence. It might be a random mugging, a simple argument gone out of control, the result of road rage, or the frustration of an unfulfilling life vented on whomever gets in the way. Add to that reality the existence of strange and hidden beings that prey upon an unsuspecting humanity and violence is a fundamental part of life.

This chapter is dedicated to rules for combat, from throwing punches in a bar to drawing a knife in an alley to opening up with a shotgun in a boardroom. While people certainly struggle with each other in the World of Darkness, some fight back against the things that stalk them. In turn, those creatures almost certainly wage secret wars among themselves.

Describing the Scene

Part of the Storyteller’s job is to make sure that players have an accurate mental picture of the environment and events surrounding their characters. The Storyteller describes the setting, weather, time of day, lighting and the actions of any supporting characters involved in the scene. This responsibility is crucial to combat situations, when players need to know the dangers their characters perceive and the options from which they may choose.

During combat, the Storyteller describes the changing environment after each turn. Once all players have acted, the Storyteller explains what each character sees and feels. They may all have access to the same information or each may have his own perspective on events. These descriptions should be as detailed and creative as possible. This is the Storyteller’s chance to show off her narrative talents and to turn a series of dice rolls into a dramatic, amusing and entertaining story for the benefit of all.

Combat Turns
The World of Darkness, page 150

Combat scenes can sometimes be extremely confusing, because so much goes on at one time. Keeping all the actions and repercussions straight is a challenge. Combat almost always progresses through a series of three-second turns. The system for handling combat turns is further divided into two basic stages: initiative and attack. This division helps the Storyteller track characters’ actions and their results. (For the other measurements of time that can pass in your game, see “Time” on p. 120.)

Initiative
The World of Darkness, page 151

In order to determine who gets to act before whom in combat, and to resolve combatants’ actions, you use a system of Initiative. At the beginning of combat, roll a die for your character and add his Dexterity and Composure scores to the result. The total is his standing in the Initiative for the entire fight (from the first turn when the action commences till the last turn when only one side is left standing).

The Storyteller rolls and records Initiative for all of the characters she controls. All of the players’ totals are intermixed in that roster, in order from highest to lowest. He with highest has the best command of what’s going on; he acts quickly or doesn’t loose his cool. She with the lowest Initiative total struggles to keep up with events or loses precious time trying to decide what to do.

If there is ever a tie between players’ characters and/or those controlled by the Storyteller, the combined Dexterity and Composure scores of the competitors are compared. He with the highest total breaks the tie. If there’s still a tie — Dexterity + Composure is equal, too — a die is rolled for each rival, the highest roll winning. If more than one character is ever tied in Initiative order, die rolls are made all round, the highest roller winning. If even die rolls tie, continue rolling until a pecking order is established.

Example: Carson’s character has 3 Dexterity and 2 Composure. Carson rolls a 6 for Initiative, for a total of 11. One of the Storyteller’s thugs also gets an Initiative total of 11. Their Dexterity and Composure scores both add to 5, so no winner can be resolved there. A die is rolled for each. Both get a 3. Another die is rolled for each, this time with a 4 for Carson and an 8 for the Storyteller. The thug acts before Carson’s character throughout the combat scene. The Fresh Start Merit (see p. 112) allows a character to gauge a struggle once it’s begun and change his tactics or focus. He can reposition himself in the turn-by-turn roster as a result.

Optional Initiative

The Storyteller may choose to take an alternative approach to Initiative if she likes. She may call for Initiative rolls at the beginning of each turn in a fight, rather than one roll per character that applies for the whole fight. The standard approach focuses on the narrative of a battle, minimizing rolls and reaching a conclusion quickly. Introducing Initiative rolls at the beginning of each turn captures the moment-by-moment ebb and flow of a fight, but interjects a lot of dice rolls and bookkeeping, especially when multiple player- and Storyteller-controlled characters are involved.

If you choose this optional approach in your game, inform the players in advance. A character with the Fresh Start Merit might get two Initiative rolls at the beginning of each turn and his player can choose the best.

Delaying Actions
The World of Darkness, page 151

Your character doesn’t have to act in the order of his Initiative standing in any given turn. He could refrain from acting until something happens in his environment. Maybe he waits till an opponent shows his face, or wants to sprint across an open street during a lull in the shooting. In this case, your character delays his position in the Initiative roster, activating it when you choose. His Initiative rank resets to one that best reflects the time of his action.

Example: If Mitch’s character originally had an Initiative rank of 10, but he holds his action, the Storyteller slots him into the sequence at a rank closest to when an action is taken. If Larry’s character has an Initiative rank of 6 and Mitch acts immediately after him, the Storyteller slots Mitch in at 5.

If Mitch had prepared an action and said, “My character hits Larry’s if he attacks,” then Mitch’s character goes on 7, right before Larry’s character. If two or more characters delay their actions till the same moment in a turn, resolve their order as if their Initiative totals are tied.

A delayed action can be held over into the next turn for a temporary benefit. The delaying character sacrifices his action in the first turn (he can do nothing except move up to his Speed) in order to act any time he chooses in the next turn. Afterward, the character’s Initiative ranking returns to normal.

Example: Sanders and W ashington are in a fight. Sanders has an Initiative of 12 and Washington has an Initiative of 8. From turn to turn, Sanders will always act before W ashington. If he wants to, however, W ashington can forfeit his action in turn one. He can do nothing but move up to his Speed in that turn. In turn two, he can act at any point in the Initiative roster that he likes — say, on Initiative 13 to precede Sanders. In turn three, Washington’s Initiative ranking returns to 8. If he wants to “get the jump” on Sanders again, he has to forfeit an action again. A character might delay an action from one turn to the next in order to trigger an attack on a specific opponent. A gunman might wait for a target to cross a street, for example, even when the target knows the gunman awaits and there’s no element of surprise.

Surprise
The World of Darkness, page 152

A fight doesn’t always start with two or more would-be combatants standing face to face, with full knowledge that they’re all about to throw down. Sure, that occurs when tensions rise through dialogue. A stand-up fight is the very foundation of a duel, showdown or an invitation to step outside. All participants realize that a physical struggle is about to commence, and all can react.

Other times, a fight gets started with at least one party caught by surprise. Someone arranges an ambush for a victim or enemies encounter one another by accident. Under those circumstances, only the quick and the alert react in time to act or defend themselves. When your character walks into an ambush or unexpectedly stumbles into an opponent, you must check to see if he can respond. Roll Wits + Composure. If you get no successes your character is taken unawares and cannot act in the first turn of combat. Initiative is rolled for him in the next turn. One or more successes allow your character to behave normally and respond to the encounter.

Obviously, ambushing attackers get to act normally when they spring their trap; no Wits + Composure rolls are made for them.

A character taken by surprise has no Defense in the first turn of combat. His Defense trait is not subtracted from attackers’ dice pools. His armor (if any) still is, though.

Targets already involved in combat cannot be ambushed.

Attack
The World of Darkness, page 152

An attack roll determines if your character manages to strike and harm his intended target. The type of attack he launches determines the dice pool that you roll, as follows.

  • Close Combat: Up close and personal, this includes unarmed combat (Strength + Brawl) and melee (Strength + Weaponry). Unarmed combat includes something as raucous as a barroom fight or something as organized as a boxing match. Opposing characters use their bodies to fight and must be within reach of each other (one yard). During melee, opponents use hand-held weapons, which may include knives, broken bottles, tire irons, swords or hastily snatched chairs. Maximum melee distance ranges from one to two yards.
    Another option to armed combat is the Fighting Finesse Merit (see p. 110). Depending on the weapon or style of attack used and your character’s particular proficiency, Dexterity instead of Strength is combined with Weaponry. Your character uses precision rather than brute force to strike home. The intent is still to inflict harm, though.
  • Ranged Combat: This type of armed combat involves projectile weapons (Dexterity + Firearms) such as guns, crossbows or spear guns. Or it involves thrown objects (Dexterity + Athletics). Range for firearms varies based on the weapon. Range for thrown weapons depends on the attacker’s capabilities. (See “Throwing,” p. 67.) In either case, the target must be in sight.

Attack Dice Pools
The World of Darkness, page 152

All combat actions — close or ranged — require a successful roll to hit home and do harm. As with any other roll, your character’s Attribute and Skill dots are combined as the basis for your dice pool. For example, a Strength of 3 and Brawl of 2 adds to five dice. This pool represents your character’s raw combat potential.

Other factors apply, however, such as any weapons he wields or special effects that he attempts or initiates. That is, a number of bonus dice are added to your pool equal to the rating of the tool or effect used. So, a sword rated 3 adds three bonus dice to your pool. A mysterious supernatural trick that benefits your character’s attack may add four dice. These modifiers increase the total number of dice in your hand.

Meanwhile, your character’s target more than likely tries to avoid being harmed, and may wear protective gear of some kind. In close combat, the target’s Defense trait and the rating of any applicable armor worn is subtracted from your attack dice pool. If penalties imposed on your character’s attack exceed your character’s Attribute + Skill + any bonuses involved, the action is exceptionally challenging. The only way to accomplish it at this point is to make a successful chance roll (see p. 125).

Example: The aforementioned character brings a sword into close combat. His 3 Strength and 2 Weaponry grant five dice. His sword, rated 3, adds three bonus dice to that pool. His opponent has a Defense total of 4 and wears armor rated 1. That means five dice are removed from the attacker’s pool. The attacker is left with three dice.

In ranged combat, dice pools for attacks are composed in much the same way. The attacker’s Dexterity and Firearms (or Athletics for a thrown weapon) are combined. The rating of the gun or weapon used is then added to that pool.

Example: If your character has 2 Dexterity and 1 Firearms, you have three dice in your pool. If she fires a gun rated 4, four more dice are added for a total of seven.

In the case of Firearms attacks, however, a target’s Defense does not usually apply. It’s not subtracted from the attacker’s pool. People don’t try to avoid arrows or bullets like they do punches or sword swings. They run and look for protection, instead (see “Avoiding Getting Shot,” p. 164). The exception is if Firearms-based attacks are staged within close-combat range; within a yard or two (see “Firearms and Close Combat,” p. 162). A target’s armor does apply against ranged attacks.

Example: Continuing from above, the Defense score of the target is not subtracted from the dice pool of your character’s Firearms-based ranged attack. His 1 point of armor is, however. Assuming the target stands stock still, without diving for cover, your dice pool loses only one die.
You’re left with six dice in your hand.

A target’s Defense does apply to thrown attacks made by rolling Dexterity + Athletics, such as with a rock or spear.

Circumstance Factors

Beyond a target’s Defense and/or armor rating, other conditions can affect your character’s efforts in combat. Extreme weather might make it difficult to stand or draw a bead on an enemy. Darkness obscures vision. The Storyteller decides what “ratings” these environmental conditions have, which are subtracted from attack rolls. This chapter, Chapter 3 and Chapter 6 discuss a variety of circumstances that might diminish attack dice pools. It’s possible for some conditions or events to be extremely debilitating, inhibiting your character’s very capacity to function. The effects of wounds, poisons, drugs, diseases and vicious supernatural powers may apply, too.

It’s also possible for situational conditions to improve your character’s chances of making a successful attack. You already gain bonus dice for your character’s use of a weapon or special effect. In addition, the Storyteller can announce extra benefits. Maybe your character’s hand is guided by a supernatural spell or he has a scope on his rifle. These conditions grant you additional dice, the number usually being stated in these rules or decided by the Storyteller.

The Rule of Five
As stated in Chapter 6, each tool, weapon or circumstance does not normally add or subtract more than five dice from any pool. Such ratings range from one to five. Only truly impressive phenomena or devious supernatural tricks may increase or decrease modifier dice by more than five, and the Storyteller usually dictates when that happens.

Damage
The World of Darkness, page 153

The harm that your character inflicts in an attack is determined by the number of successes that you get with your attack roll. Each success inflicts one Health point of damage.

Example: You roll five dice for your character to stab an opponent and get 1, 4, 8, 8 and 9. You get three successes. Your character’s opponent therefore loses three Health points.

The type of damage done in a successful attack is determined by the weapon used or the nature of the attack (see “Damage Types”).

If you get no successes on your attack roll, your character does no harm to his target. The attack misses altogether or is ineffectual.

After you determine the damage that your character inflicts upon her target, the Storyteller portrays the damage in descriptive terms, narrating the outcome of the attack. Rather than simply say, “Okay, the guy loses four Health,” the Storyteller makes events interesting. He might announce, “You plunge your knife into the guy’s dead flesh and pull upward, wrenching until the blade hits bone. The bastard screams in agony, but there’s no blood. You watch as his chest collapses and begins to decay at an accelerated rate.” By being evocative, your Storyteller creates atmosphere, entertaining you and lending a sense of narrative continuity to what would otherwise be a series of dice rolls.

Damage Types
The World of Darkness, page 153

Each success gained on your attack roll inflicts one Health point of damage to the victim. Based on the nature of the attack, one of three different types of injury result.

  • Bashing: Your character punches, hits with a blunt instrument or otherwise pummels her victim. This type of damage probably doesn’t kill the target instantly, though repeated application could. Bashing damage heals fairly quickly (see p. 175 for more details).
  • Lethal: Gunshots, blades and even crushing damage may prove fatal. Lethal injuries take quite a while to heal for ordinary people. Note that firearm attacks that normally deliver lethal damage do only bashing damage to vampires. The creatures are undead; their organs are inert, their blood is congealed. Their bodies simply don’t suffer harm like those of the living.
  • Aggravated: Different beings are vulnerable to different forms of attack, such as vampires to fire or werewolves to silver. Such assaults inflict aggravated damage, which those beings heal very slowly. Humans are not necessarily vulnerable to certain kinds of attacks — fire or a silver dagger does lethal damage to them, for example — but some supernatural effects can inflict aggravated harm on ordinary folks. Wizards’ spells or vampires’ blood-based powers can cause injuries to normal people that take extensive time to heal. Any person or being who is so badly injured that she is comatose, bleeding to death or fading altogether also incurs aggravated wounds. So, all denizens of the World of Darkness are subject to aggravated damage under one circumstance or another.

Zero Attack Dice
Vampire: The Requiem, page 153

If a target’s Defense, armor or other factors reduce your attack dice pool to zero, you still get to make a chance roll to pull off a long-shot attack. Any successes gained inflict Health points of damage on the target, as usual. See “The Chance Roll” in Chapter 6 for complete details.

It’s therefore possible to get a dramatic failure in an attack, too. A result of 1 on a chance roll imposes a dramatic failure. See “Dramatic Failure” in Chapter 6 for full details. The Storyteller may invent the results of a dramatic failure based on the circumstances.

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