Page 157 - World of Darkness
P. 157

them, but doing so becomes progressively more difficult.  As with Defense, above, if multiple attacks are di-
                  Each attack after the first diminishes your character’s De-  rected against your character, his Dodge total is reduced
                  fense modifier by one. So, if three attacks are staged against  by one for each attack after the first. Thus, if his Dodge
                  your character who has a 3 Defense (his Dexterity is 3  total is 6, your character’s first attacker suffers a -6 pen-
                  and his Wits is 4), the first attack suffers a -3 penalty, the  alty. The second suffers a -5, the third suffers a -4, and so
                  second suffers a -2 penalty and the third suffers a -1 pen-  on.
                  alty. A fourth attack would suffer no Defense penalty.  Assuming your character hasn’t acted yet in a turn,
                  Basically, your character’s Defense is subtracted from in-  you can declare a dodge for him late in the turn. Maybe
                  coming attacks, but it gets progressively harder to avoid  your Initiative is 6, but you know that a dangerous foe has
                  them.                                           an even lower standing. Other characters have already
                      If you elect, your character doesn’t have to apply his  acted in the turn, but your character has done nothing
                  Defense modifier until a specified attack comes in. Maybe  thus far. Your Dodge applies to incoming attacks for the
                  he singles out the foreseen attack of a specific opponent  remainder of the turn.
                  over all others. You declare one attack as the primary. Your  And yet, if your character announces a dodge late in
                  character gains his full Defense against that attack and  a turn, he has been the target of attacks and his Defense
                  you can apply a reduced Defense to any attacks that come  has been applied against them, Defense penalties incurred
                  after that prime attack. You cannot, however, use any of  for multiple incoming attacks carry over to your Dodge.
                  your character’s Defense against attacks that take place  Say your character’s Defense is 3. He’s attacked early in
                  before the primary. Your character tries to weather any at-  the turn and his Defense is applied in full against it. At
                  tacks that come first, reserving his evasiveness for one in  your character’s stage of Initiative, you declare a dodge
                  particular and then any that follow.            for the remainder of the turn. Normally his Dodge total is
                      A further option is to spend a Willpower point to  6 (3 Defense doubled). Since his Defense has already been
                  increase your character’s Defense by two against a single  applied against one other attack this turn, his Dodge total
                  attack. If his Defense is normally 2 it increases to 4 for the  is reduced to 5. If Defense had been applied against two
                  incoming attack. If he has already evaded other attacks in  other attacks earlier in the turn, his Dodge total would be
                  the turn and his Defense is currently reduced to, say, one,  4 when it is used.
                  a spent Willpower point increases it to 3 to avoid a single  Your character can do nothing else in a turn in which
                  attack. Basically, your character puts special effort into  he dodges except move up to his Speed trait. He can make
                  avoiding a particular assault. See “Resistance,” p. 133 for  no attacks. Dodging does not apply against incoming Fire-
                  more information.                               arms attacks (unless they are staged within close-combat
                      At the start of each new turn, your character’s full,  range; one or two yards — see p. 152).
                  normal Defense trait is restored.                   As with Defense, you can spend a Willpower point
                      Your character’s automatic Defense does not inter-  to add two to your character’s Dodge against a single at-
                  fere with any actions that he performs in the turn.  tack. So, if your character’s Defense is 3 and his Dodge is
                      Defense is not reduced by your character’s wound  6, his Dodge increases to 8 against that single attack. If
                  penalties (see p. 171).                         his Dodge is normally 6 but he has already evaded three
                                                                  attacks this turn (reducing his Dodge to 3), spending a
                  Dodge                                           Willpower point increases it to 5 against a single incom-
                      Sometimes your character knows that he’s in over his  ing attack.
                  head. Too many opponents are arrayed for him to hope to  Your character may also possess one or both of the
                  defeat them all. Or he’s been hurt badly and needs to avoid  Brawling Dodge (p. 110) and the Weaponry Dodge
                  any further injury. In such cases, he can dedicate himself  (p. 114) Merits. These traits elaborate on the possibilities
                  to avoiding harm by dodging. Your character’s action for  of dodging. They cannot both be used in the same turn.
                  a turn is spent anticipating attacks and moving out of
                  harm’s way. Double his Defense trait. Thus, if the lowest  Other Complications
                  of your character’s Dexterity or Wits is 2, his Dodge trait
                  for the turn is 4. That number is subtracted from incom-  • Offhand Attacks: If your character makes attacks
                  ing close-combat and thrown attacks.            with his offhand (say, he’s right handed but is forced to
                      Dodge operates somewhat outside the normal Initia-  use his left), they suffer a -2 penalty. The Ambidextrous
                  tive order of the turn. You can declare a dodge for your  Merit (p. 110) negates this penalty.
                  character at any time in the turn, even before his place in  • Drawing a Weapon: Pulling, sheathing or other-
                  the roster, assuming he hasn’t acted yet. Your character’s  wise preparing a weapon takes one action. Thus, if your
                  action for the turn is dedicated to dodging for the whole  character draws a knife in a fight, he spends an action
                  turn. Say you get an 8 Initiative and your character’s op-  doing so. Having a weapon in hand before a fight breaks
                  ponent gets a 10. He attacks your character. You can de-  out allows your character to start swinging without delay,
                  clare a dodge at “10” in the turn, even though it precedes  but brings with it the social implications of walking around
                  your “8,” and your character is assumed to spend the whole  with a potentially deadly instrument. If a weapon is hid-
                  turn evading.                                   den on your character’s person (under a coat or in a purse),

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             Chapter 7- COMBAT
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