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Basic Things of Combat

  • Basic Pool Layout – Attribute + Skill + Damage Rating + Disciple-based Bonus + Vitae-based Bonus + Willpower + Other Positive Modifiers – Defense – Armor – Other Negative Modifiers
  • Defense – Lowest of Wits or Dexterity
    • Firearms at range (that is Medium and Long; if people are within their striking distance that is not range) ignore Defense; Each attack that uses Defense drops the Defense trait by one. Celerity ignores this penalty from multiple attackers (ie: under normal circumstances may not be dropped).
    • If you do an action that costs your defense, you may not attempt a later action that utilizes Defense
      • For instance, if you use Defense to apply to an attacker’s pool, you could not later in the same round use All Out Attack, because AOA requires the lose of Defense
  • Speed – Strength + Dexterity + Species Factor (Generally 5 for Humans)
    • Generally goes to Footchase rules if a party is fleeing and the two are within 2-3 Speed of each other (and fair escape isn’t allowed). Footchase Rules Pg 65 WoD
  • Initiative – Dexterity + Composure

Basic Systems

  • Vitae – +2 Dice on Physical Trait
  • Willpower – +3 Dice on 1 Action, +2 to Defense for 1 Action or +2 to a Trait when it’s subtracting from their roll.
  • Full Dodge/Dodge/Full Defense – Doubles your Defense trait, can only move your speed, costs your Action
  • Drawing Weapon – Lose Defense, costs Action
  • Hold – Forfeit your action until all other Actions have been done in that round, then choose whether you'd like to take an action. Holds go in initiative order.
  • Delayed Action - Forfeit your action until a point of your choosing. Once that point has been reached, you may act at an initiative of 1 less than the person taking the action that propmpted your character's action. Delayed Actions take place in initiative order.
  • Prepared Action – You PM a Storyteller exactly how your character will react in accordance if, and only if, certain requirements are met. If they are not met before the Hold-section of Initiative, your prepared action becomes a regular Hold. If they are met, you act at an initiative of 1 higher than the person taking that action that prompted your character's action. Prepared Actions take place in initiative order.
  • Hold Over Round – Sacrifice your action in one round to go anywhere in the initiative order on the very next round.

Brawl & Weaponry Systems

  • All Out Attack – +2 Brawl or Weaponry attacks; lose Defense
  • Charge – Doubles your Speed and you must attack at the end of the action; lose Defense
  • Grapple – Strength + Brawl (-Defense to initiate, otherwise –Strength); Pg 157 WoD

Firearms Systems

  • Aiming – +1 to +3 based on rounds spent aiming; Lose Speed; Lose Defense
  • AutoFire –
    • Long Burst – 20ish bullets; as many victims as desired; +3 dice on attack; -1 die per person after the first, cumulative
    • Medium Burst – 10ish bullets; one to three targets; +2 dice on attack; -1 die per person after the first, cumulative
    • Short Burst – 3 bullets; single target; +1 dice on attack
  • Avoid Shooting Ally – -2 dice on attack per person (Autofire disallowed)
  • Concealment – Barely -1; Partially -2; Substantially -3; Fully pg 162 WoD
  • Firing From Concealment – Based on Concealment: Barely no penalty; Partially -1; Substantially -2
  • Prone – -2 to ranged attacks; +2 on close-attacks
  • Range – Medium -2 dice; Long -4

Combat Tactics Guides & Quick Rules for Longer Systems

  • No Guides at this time...
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