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.






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             Chapter 7- COMBAT
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