Page 153 - World of Darkness
P. 153
the very foundation of a duel, showdown or an invitation Attack Dice Pools
to step outside. All participants realize that a physical
struggle is about to commence, and all can react. All combat actions — close or ranged — require a
Other times, a fight gets started with at least one party successful roll to hit home and do harm. As with any other
caught by surprise. Someone arranges an ambush for a vic- roll, your character’s Attribute and Skill dots are com-
tim or enemies encounter one another by accident. Un- bined as the basis for your dice pool. For example, a
der those circumstances, only the quick and the alert re- Strength of 3 and Brawl of 2 adds to five dice. This pool
act in time to act or defend themselves. When your char- represents your character’s raw combat potential.
acter walks into an ambush or unexpectedly stumbles into Other factors apply, however, such as any weapons he wields
an opponent, you must check to see if he can respond. or special effects that he attempts or initiates. That is, a number
Roll Wits + Composure. If you get no successes your char- of bonus dice are added to your pool equal to the rating of the
acter is taken unawares and cannot act in the first turn of tool or effect used. So, a sword rated 3 adds three bonus dice to
combat. Initiative is rolled for him in the next turn. One your pool. A mysterious supernatural trick that benefits your
or more successes allow your character to behave normally character’s attack may add four dice. These modifiers increase
and respond to the encounter. the total number of dice in your hand.
Obviously, ambushing attackers get to act normally Meanwhile, your character’s target more than likely
when they spring their trap; no Wits + Composure rolls tries to avoid being harmed, and may wear protective gear
are made for them. of some kind. In close combat, the target’s Defense trait
A character taken by surprise has no Defense in the and the rating of any applicable armor worn is subtracted
first turn of combat. His Defense trait is not subtracted from your attack dice pool. If penalties imposed on your
from attackers’ dice pools. His armor (if any) still is, character’s attack exceed your character’s Attribute + Skill
though. + any bonuses involved, the action is exceptionally chal-
Targets already involved in combat cannot be am- lenging. The only way to accomplish it at this point is to
bushed. make a successful chance roll (see p. 125).
Example: The aforementioned character brings a
Attack sword into close combat. His 3 Strength and 2 Weaponry
grant five dice. His sword, rated 3, adds three bonus dice to
An attack roll determines if your character manages that pool. His opponent has a Defense total of 4 and wears
to strike and harm his intended target. The type of attack armor rated 1. That means five dice are removed from the
he launches determines the dice pool that you roll, as fol- attacker’s pool. The attacker is left with three dice.
lows. In ranged combat, dice pools for attacks are composed
• Close Combat: Up close and personal, this includes in much the same way. The attacker’s Dexterity and Fire-
unarmed combat (Strength + Brawl) and melee (Strength arms (or Athletics for a thrown weapon) are combined. The
+ Weaponry). Unarmed combat includes something as rating of the gun or weapon used is then added to that pool.
raucous as a barroom fight or something as organized as a Example: If your character has 2 Dexterity and 1
boxing match. Opposing characters use their bodies to Firearms, you have three dice in your pool. If she fires a gun
fight and must be within reach of each other (one yard). rated 4, four more dice are added for a total of seven.
During melee, opponents use hand-held weapons, which In the case of Firearms attacks, however, a target’s
may include knives, broken bottles, tire irons, swords or Defense does not usually apply. It’s not subtracted from
hastily snatched chairs. Maximum melee distance ranges the attacker’s pool. People don’t try to avoid arrows or
from one to two yards. bullets like they do punches or sword swings. They run
Another option to armed combat is the Fighting Fi- and look for protection, instead (see “Avoiding Getting
nesse Merit (see p. 110). Depending on the weapon or Shot,” p. 164). The exception is if Firearms-based attacks
style of attack used and your character’s particular profi- are staged within close-combat range; within a yard or
ciency, Dexterity instead of Strength is combined with two (see “Firearms and Close Combat,” p. 162).
Weaponry. Your character uses precision rather than brute A target’s armor does apply against ranged attacks.
force to strike home. The intent is still to inflict harm, Example: Continuing from above, the Defense score of
though. the target is not subtracted from the dice pool of your
• Ranged Combat: This type of armed combat in- character’s Firearms-based ranged attack. His 1 point of
volves projectile weapons (Dexterity + Firearms) such as armor is, however. Assuming the target stands stock still,
guns, crossbows or spear guns. Or it involves thrown ob- without diving for cover, your dice pool loses only one die.
jects (Dexterity + Athletics). Range for firearms varies You’re left with six dice in your hand.
based on the weapon. Range for thrown weapons depends
on the attacker’s capabilities. (See “Throwing,” p. 67.) In A target’s Defense does apply to thrown attacks made
either case, the target must be in sight. by rolling Dexterity + Athletics, such as with a rock or spear.
152
Chapter 7- COMBAT

