Page 168 - World of Darkness
P. 168

Your character must spend an action listening and the
             Storyteller makes a Wits + Composure roll for you, keep- Other Complications
             ing the result secret (or he may substitute Survival for  Combat can be complicated by numerous possibili-
             Composure if the situation applies). Modifiers are based  ties, some of which are addressed below. These are often
             on how noisy the target is (+3 if he walks on dry twigs, +1  special features of weapons or attack types that confer
             if he walks on a leaf-strewn lawn, -5 if he stands perfectly  unique bonuses or rules variants. Your Storyteller should
             still and does nothing but breathes lightly), and on how  feel free to come up with others as a situation warrants.
             noisy the environment is (no modifier if the area is eerily  • Armor Piercing: A weapon or ammunition type
             quiet, -3 if heavy traffic passes by).          that is capable of overcoming targets’ armor or protective
                Dramatic Failure: Your character is convinced that  layers. The item is typically rated 1 to 3 and that many
             he knows the target’s location, but is completely off base.  points of armor are ignored in an attack. Armor piercing
                Failure: Your character cannot locate the target but  rating is not usually added to attack pools as dice. It sim-
             can attack blindly where he believes her to be. The Sto-  ply reduces the number of dice removed from an attack
             ryteller may make a secret chance roll, as per the rules  pool due to a target’s armor. (See “Piercing Durability,”
             above, assuming your character attacks in the right direc-  p. 138, for more information.) The Damage rating of a
             tion at all.                                    gun from which an armor-piercing bullet is fired is still
                Success: Your character can attack the target as if  added to a Firearms roll as bonus dice.
             she is substantially concealed (-3 penalty).       If armor-piercing ammunition is fired at a target wear-
                Exceptional Success: Your character can attack the  ing “bulletproof” armor (a kevlar vest, flak jacket or full
             target as if she is partially concealed (-2 penalty).  riot gear), the bullet might penetrate that armor. If the
                Once your character has succeeded on an attack, a  rating of the ammunition (1 to 3) exceeds the armor’s
             roll must be made for him by the Storyteller each turn to  rating against Firearms attacks, the armor is ignored alto-
             keep an ear on the target. This is a reflexive Wits + Com-  gether in the attack. No dice are lost due to armor in the
             posure roll (although Survival might substitute for Com-  attack roll and damage inflicted is not downgraded from
             posure if the Storyteller agrees). The Storyteller can de-  lethal to bashing (see “Armor,” p. 166).
             cide whether or not the same listening modifiers apply  If a target wears no armor, your character’s shot gains
             from turn to turn.                              no special effects or bonuses from the ammunition used
                                                             (the gun itself still applies a dice bonus, though).
             Smelling                                           • Wound Type: The power or weapon delivers a dif-
                Characters with a heightened olfactory sense (or more  ferent type of damage than normal: bashing, lethal or ag-
             likely bestial creatures) can try to sniff a target out by tak-  gravated. A sword with a silver blade does lethal damage
             ing an action to smell. The Storyteller makes a Wits +  against an ordinary person, but does aggravated harm
             Composure roll for your character, keeping the result se-  against a werewolf, for example.
             cret (or he may substitute Survival for Composure if the  • Attribute Damage: A poison, drug or supernatural
             situation applies). He may apply factors based on the  power doesn’t cause Health points of damage, but reduces
             strength of the target’s odor (+3 if the subject has gone  a victim’s Attribute dots. The kind of Attribute is prob-
             unwashed for days, +1 if she wears strong perfume, -3 if  ably specific, such as Physical or even Strength. Attributes
             she has showered recently and put on clean clothes), or  may be recovered as if they were Health points lost to
             based on surrounding odors (-1 at a gym, -3 near a paper  bashing damage (see “Healing,” p. 175). So, one is re-
             mill).                                          gained every 15 minutes. More harmful Attribute loss
                Dramatic Failure: Your character is convinced that  would be recovered as if it were lethal damage (one point
             he knows the target’s location, but is completely off base.  every two days). Crippling Attribute loss would be recov-
                Failure: Your character cannot locate the target but  ered as if it were aggravated damage (one point a week).
             can attack blindly at where he believes she is. The Story-  See the “Attribute Dots” sidebar on p. 43 for the effects of
             teller may make a secret chance roll, as per the rules above,  an Attribute that falls to zero dots.
             assuming your character attacks in the right direction at  • Continuous Damage: A mystical power or cruel
             all.                                            weapon continues to deliver damage over successive turns,
                Success: Your character can attack the target as if  like a continually burning flame. It might be a fixed num-
             she is substantially concealed (-3 penalty).    ber, such as three. So, an attack roll is made normally with
                Exceptional Success: Your character can attack the  successes determining damage done, but every turn there-
             target as if she is partially concealed (-2 penalty).  after an additional three damage is done automatically,
                Once your character has succeeded in an attack, a  ignoring the victim’s Defense and armor. Damage is on-
             roll must be made for him by the Storyteller each turn to  going until a time limit such as two turns is passed, or
             keep a nose on the target. This is a reflexive Wits + Com-  until some recovery action such as cleaning the wound is
             posure (or Survival) roll. The Storyteller can decide  performed.
             whether or not the same smelling modifiers apply from  • Stun: Some weapons pack such a wallop that if
             turn to turn.                                   damage successes inflicted in a single attack equal or ex-
                                                             ceed the target’s Size, he loses his next action.

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                                          GENERAL COMBAT FACTORS-ARMOR-FIGHTING BLIND
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