Page 167 - World of Darkness
P. 167

After all, wouldn’t a stake through the heart kill just about  (if it can reach it). The Storyteller decides if an attack
                  anything?                                       that inflicts aggravated damage also ignores armor.
                      To stake an opponent, an attacker must target the  Attackers may make specified-target rolls (see above)
                  heart. Wielded in hand, a stake calls for a Strength +  to hit unprotected portions of a defender and thus ignore
                  Weaponry roll. Fired from some kind of projection device  armor. The Storyteller assigns the attack’s penalty, depend-
                  or thrown, a stake demands a Dexterity + Firearms or  ing on the size of body part targeted. In the case of bullet-
                  Athletics roll. The damage that your character inflicts is  proof armor, an attack to an unprotected body part not
                  lethal and must also be sufficiently high to pierce muscle,  only ignores the target’s armor rating, but damage done
                  bone and organ. All totaled, efforts to stake a resisting  remains lethal rather than being downgraded to bashing.
                  target are at -4 and a minimum of three points of damage  Ordinary people must wear armor to gain protection,
                  must be inflicted in a single attack. If less than three points  but some supernatural creatures are naturally armored by
                  of damage are done, the stake sinks in but doesn’t reach  virtue of tough hides, or they bear or prepare magic en-
                  the heart. Damage is done, but not enough to have any  chantments that help protect them like armor.
                  special effect on a monstrous target.               Cumbersome gear imposes Defense penalties, and
                                                                  some armor penalizes Speed and even efforts involving
                  Armor                                           Strength. The Armor Chart (p. 170) provides stats for
                                                                  various forms of gear.
                      Your character’s primary protection against harm in
                  combat is armor. Any form of protective clothing can clas-  Fighting Blind
                  sify as armor, from heavy work gear to a knight’s outfit. In
                  the modern World of Darkness, armor is functional. Any-  Sometimes circumstances arise when your character
                  thing that’s worn for an extended period, such as rein-  cannot see, but he still needs to defend himself or seek
                  forced clothing, is designed to be light and sturdy. Sol-  out a threatening opponent. Maybe he’s in pitch dark-
                  diers, police and anyone else who can get their hands on  ness, dense smoke fills the area or he’s suffered vision dam-
                  bulletproof vests wear them for bodily protection. Those  age. Such situations make your character easy prey for the
                  who want to resort to metal plates can do so, but the bulk  things of the world that stalk him. All the more reason
                  of the equipment interferes with mobility.      for him to try to fight back, even blind.
                      The rating of any protective gear is automatically sub-  Characters who cannot see at all must attack enemies
                  tracted from the dice pool of an incoming attack. If your  almost as if those opponents are fully concealed. They
                  character wears armor rated 3, three dice are removed from  cannot be targeted at all; shots are taken in the dark, lit-
                  an attacker’s dice pool. Armor is rated in terms of the kinds  erally. Your character chooses a direction in which he
                  of attacks against which it protects: ballistic and all other  stages his attack — whether close or ranged combat —
                  kinds. Thus, protective gear has two ratings separated by  guessing where his intended target might be.
                  a slash on the Armor Chart (p. 170): general/ballistic. The  To even have a hope of hitting, your character must
                  first applies to most attack types. The second applies to  direct his attack at the target’s location. If he’s not even
                  those made with attacks involving the Firearms Skill. So,  pointing in the right direction (he fires to the right, but
                  a flak jacket rated 2/3 imposes a -2 penalty on, say, punch  the target is behind him), there is no chance to hit. The
                  and sword attacks, and a -3 penalty on gun and bow at-  Storyteller rolls some dice anyway and ignores the result,
                  tacks.                                          to keep you from deducing the target’s true location.
                      Types of armor designed to be “bulletproof” on the  The Storyteller knows where the target actually is,
                  Armor Chart (a kevlar vest, flak jacket and full riot gear)  and secretly makes a chance roll (see p. 125) for you if
                  have additional effects against Firearms attacks. They  your character attacks in approximately the right direc-
                  downgrade damage done in such an attack, turning it from  tion. A success means your character hits and does one or
                  lethal to bashing. This is in addition to diminishing the  more Health points of damage, depending on how many
                  number of dice rolled in an attack. So, if a target wears a  10’s come up. Of course, if a 1 comes up a dramatic failure
                  kevlar vest and a shot is fired at him, the attack roll suf-  occurs, the circumstances of which are left to the
                  fers a -2 penalty for the armor. Any successes rolled in the  Storyteller’s discretion.
                  attack do damage, but it’s bashing instead of lethal.  There are, however, ways to try to sense where a tar-
                      Attacks of a magical nature that inflict aggravated  get is rather than stage attacks aimlessly. Ordinary people
                  damage might not be hindered by armor; it depends on  have some chance of bringing their other senses to bear.
                  the type of attack. A sorcerous bolt of energy might pass  Supernatural creatures with inhuman capabilities may
                  right through armor. Mundane objects are simply not de-  have stronger senses, may be able to function unimpaired
                  signed to withstand pure mystical assault. A silver letter  without vision, or might be able to see in the dark.
                  opener stabbed at a werewolf, however, must still over-
                  come armor to affect the creature (assuming it wears any Listening
                  armor). The werewolf’s legendary Achilles’ heel against  Your character can attempt to listen for a target. The
                  silver doesn’t give a letter opener a supernatural ability to  subject must be making noise, no matter how slight, to be
                  ignore armor, only the power to blight a werewolf’s flesh  heard (walking or breathing heavily makes some noise).


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             Chapter 7- COMBAT
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