Combat

On this page we will break down the process of combat step-by-step as well as covering different kinds of attacks and defenses.

Initiative

When players first enter combat, everyone needs to roll for Initiative. This will determine the order in which PCs and NPCs act. Initiative is determined by Wits + Dexterity + 1d10.

PCs: +combat/init
NPCs: +npc/init <NPC name>=<wits> + <dex>

Initiative declares lowest to highest and acts highest to lowest, unless the ST for a given scene prefers to do otherwise.

Action

Offensive Actions

One of the actions that can be taken on your turn is to attack another character. How these attacks work depends on the type of attack.

Magical Attack

In order to make a magical attack, you must first choose and cast the spell as outlined on the Casting page. Provided the spell is successful, the next step is as follows:

Roll Dexterity + Dueling vs 6* to hit

*Difficulty may be modulated up or down at ST discretion based on distance, angle, cover, etc.

  • If an Overshoot spell succeeds this hit roll, two (2) further targets are chosen at random and any resulting Damage is divided evenly between all three.
  • If an Overshoot spell fails this hit roll, three (3) targets are chosen at random and any resulting Damage is divided evenly between them.

Roll Power vs 7 for damage

  • If there are Special Effect successes from the casting, these can be applied to the roll to hit OR the roll to damage.

Brawl Attack

Disallowed in formal duels, a brawl attack can nonetheless be a lifesaver in the field.

Punch/Strike

Dexterity + Brawl vs 6* to hit

Strength + rollover successes vs 6 for damage

Kick

Dexterity + Brawl vs 7* to hit

Strength + 1 + rollover successes vs 6 for damage

Grapple

Strength + Brawl vs 7

On success, attacker does their Strength in damage

To escape, target must succeed at contested Strength + Brawl check against their attacker.

Hold

Strength + Brawl vs 6

On success, attacker holds target but inflicts no damage.

To escape, target must succeed at contested Strength + Brawl check against their attacker.

Tackle

Strength + Brawl vs 7* to hit

Strength + 1 + rollover vs 6 for damage

If successful:

Attacker is prone unless they succeed Dexterity + Athletics vs 7
Target is prone unless they succeed Dexterity + Athletics vs 7
Target is at +1 difficulty to all actions next turn

If botched:

Attacked takes damage equal to the target's stamina

Melee Attack

All melee attacks use Dexterity + Melee to hit. Below is a rudimentary chart of weapon types to consult for specifics.

Weapon Type Damage Damage Type Concealed
Dagger STR + 1 Lethal Jacket
Switchblade STR + 1 Lethal Pocket
Sword STR + 2 Lethal Robes
Greatsword STR + 3 Lethal Nope!
Brass Knuckles STR + 1 Bashing Pocket
Whip STR + 1 Bashing Jacket
Lance STR + 4 Lethal Nope!
Spear STR + 3 Lethal Nope!
Staff STR + 2 Bashing Nope!

Defensive Actions

If someone attacks you, you may choose to sacrifice your turn this round in order to take a defensive action.

Each success cancels out one success from the attacker's Roll To Hit.

Dodge

Roll Dexterity + Dodge vs 6*

Block

Roll Dexterity + Brawl vs 6*

(Cannot block a damage type unless you can soak it.)

Parry

Must have shield or weapon in hand.

Roll Dexterity + Melee vs 6*

If using Parry against a Brawl attack with a weapon that does lethal or aggravated damage, extra successes deal damage to the attacker.

Magical Shield

In order to use a magical shield, you must first choose and cast the spell as outlined on the Casting page.

If the spell is successful, it blocks one magical attack entirely and then must be re-cast or it dissipates.

Special Effects successes can go toward increasing the number of attacks the spell can block before it must be re-cast OR increasing the number of people the shield spell can protect.

Overshooting on a shield spell means that anyone who touches it (even the caster) will get zapped and need to successfully soak or take 1 Lethal damage.

Soak

There is a certain amount of punishment that bodies can take that (while it may be painful) does little to no actual damage. This is represented by Soak.

If you can soak a given damage type, you will roll Stamina vs 5 and subtract one point of damage for each success.

Type Soak
Muggle Bashing
Wizard Lethal
Vampire Aggravated*
Werewolf Aggravated**

*Vampires can soak all Agg damage except for Fire.
**Werewolves can only soak Agg when transformed. At all other times their soak is determined by whether they are a wizard or a Muggle.

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