Rites of the Spring Horn
Katie's Handy-Dandy Combat Guidelines
Step 1: Initiative
At the beginning of combat, all players and NPCs roll Initiative. Initiative is calculated as follows:
1d10+ (Dexterity score + Composure score) = total Initiative.
Step 2: Attacking
Attack rolls vary depending on the type of attack you are performing, the type of weapon you are using—or lack thereof—and the defense rating of your target. Any successes you roll after using this formula to determine this dice pool counts as one point of damage against your opponent.
Attack rolls are calculated as follows:
Relevant attribute + Relevant skill + any weapon or skill specialty bonuses – (target’s Defense + Armor) = total Attack roll
*If you are rolling an Unarmed Attack, your roll will be Strength + Brawl + any weapon or skill specialty bonuses – (target’s Defense + Armor).
*If you are rolling a Close-Combat Armed Attack, your roll will be Strength + Weaponry + any weapon or skill specialty bonuses – (target’s Defense + Armor).
*If you are rolling a Ranged Attack, your roll will be Dexterity + Firearms + any weapon or skill specialty bonuses – (target’s Defense + Armor).
*If you are Rolling a Thrown Weapon Attack, your roll will be Dexterity + Athletics + any weapon or skill specialty bonuses – (target’s Defense + Armor).
There will be certain modifiers to each of these rolls, based on the current circumstances. You may at any given point be given penalties or bonuses in combat because of certain events or reasons, or certain actions your character intends to take (dodging, called shot, using concealment, et cetera). This is determined on a case-by-case basis.
Step 3: Damage
There are three types of damage in the nWoD system: Bashing, Lethal, and Aggravated. Most weapons will do lethal damage.
Bashing damage is any kind of damage that does not actually pierce the body. This includes punches, kicks, electric shock, beatings with blunt instruments, and the like. If you lose all of your Health levels to bashing damage, you must roll to stay conscious. You regain one point of bashing damage back every fifteen minutes.
Lethal damage is any kind of damage caused by piercing or cutting weapons or fire. It is the most common kind of damage. If you lose all your Health levels to lethal damage, you must roll to avoid becoming comatose. You regain one point of lethal damage every two days.
Aggravated damage is exceptionally dangerous and should be avoided. It is generally afflicted by sources of supernatural origin. If you lose all you Health levels to aggravated damage, you are dead. Period. You regain one point of aggravated damage per week.
Appendix 1: Bonuses and Penalties
This is a selection of the more common weapon bonuses and stats you may need to use.
Aiming: +1 to your attack roll per turn spent concentrating on your target, up to +3 maximum.
All-Out Attack: Lose defense for the round, add +2 to Brawl or Weaponry attack.
Called Shot: Negative penalties based on difficulty of shot.
Concealment: -1 to -3 penalty to opponent’s ability to hit/ detect you based on level of concealment.
Dodge: Full action, no attack possible that round. Use double your Defense rating.
Drawing a Weapon: Requires on full action; can negate defense under special circumstances.
Firing from Concealment: Shooter’s concealment rating is reduced by one when determining penalties for firing from concealment.
Offhand Attack: -2 penalty to attack.
Prone Target: -2 to hit in ranged combat, +2 to hit in close combat distance.
Range: -2 penalty to hit with a ranged weapon at medium range, -4 at long range.
Shooting into Close Combat: -2 per person attempting to avoid.
Surprised or Immobilized Target: Target is unable to use Defense.
Appendix 2: Weapon Bonuses
All firearms cause Lethal damage
Light Revolver: +2
Heavy Revolver: +3
Light Pistol: +2
Heavy Pistol: +3
Crossbows: +4 (three turns to relaod)
Shotgun: +3 (9 Again Rule applies)
Sap: +1 (Bashing, may be used to render target unconscious)
Brass Knuckles: +1 (Bashing, may be used in Unarmed Combat)
Club: +2 (Bashing)
Mace: +3 (Bashing)
Knife: +1 (Lethal, uses Dexterity instead of Strength)
Rapier: +2 (Lethal, uses Dexterity instead of Strength)
Sword: +3 (Lethal)
Katana: +3 (Lethal)
Greatsword: +4 (Lethal)
Small Ax: +2 (Lethal)
Great Ax: +5 (Lethal, 9 Again Rule applies)
Stake: +1 (Lethal)
Spear: +3 (Lethal, +1 to Defense)