Page 183 - World of Darkness
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Example of Play

                      David’s investigation into local mob boss Raymond
                  Diodati has made the PI a target. Little does David
                  know that when he leaves his office one night, a hired
                  assassin awaits. David locks the door and prepares to
                  turn down the hallway out of the building when the
                  killer emerges from around a corner behind him.
                      It’s a surprise attack, but the Storyteller allows
                  David a chance to recognize the danger. She calls for a
                  Wits + Composure roll. David has 4 Wits and 3 Com-
                  posure, for dice pool of seven. No special modifiers of-
                  fer David any bonuses. The roll turns up 1, 3, 4, 7, 7, 8
                  and 9 — two successes, more than enough to realize
                  that something is wrong. The Storyteller decides that
                  David sees the reflection of the killer in his office win-
                  dow.
                      With David alert, Initiative is rolled. David’s 3
                  Dexterity and 3 Composure make for an Initiative trait
                  of 6. His player rolls a 7, for a total Initiative of 13 for
                  the scene. The Storyteller gets a total of 9 for the as-
                  sassin. David acts first in the turn. The hallway offers
                  no cover. He could go prone, but that would still leave
                  him a target. His only exit is further away than is his
                  intended murderer, so he decides to rush the killer
                  rather than run away. David’s Speed is 10 (2 Strength
                  + 3 Dexterity +5). The killer is more than 10 yards
                  away, so David has to run to close the distance in one
                  turn. Normally, that means he can perform no other
                  action in the turn. David charges, though, so an at-
                  tack can be added at the end of his run, all in one
                  action, as long as it’s a Weaponry or Brawl attack.
                  (David also loses the benefits of his Defense in the
                  turn for charging.)
                      David has no weapon on his person, so he throws
                  a punch at the assassin. David’s player rolls 2 Strength
                  + 3 Brawl, but loses a die for the target’s 1 Defense,
                  and gets no successes on the four dice. A miss!
                      David’s assailant, meanwhile, must suddenly
                  contend with a charging target. The Storyteller
                  rolls the killer’s 3 Dexterity + 4 Firearms,
                  with a +2 bonus for his gun. Normally in a
                  Firearms attack David’s Defense wouldn’t
                  apply. But under these circumstances, the
                  gun is used when the opponents are in close
                  combat. That means David’s Defense could
                  apply, expect that he charged in the turn, which negates  Both participants have acted, so the second turn be-
                  the trait as a drawback of the maneuver. David’s Defense  gins. David gets to go first again and targets the shooter’s
                  is therefore a wash.                            gun hand with a kick. The Storyteller decides that a -4
                      David doesn’t wear any armor, either. If he did, its  penalty applies for the small target, along with the killer’s
                  rating against Firearms attacks would be subtracted from  1 Defense. David’s player decides that something has to
                  the attacker’s dice pool. The Storyteller’s nine-dice roll  happen now. At the moment, all he’ll be able to do is
                  produces two successes. That means two points of lethal  make a chance roll because his dice pool will be reduced
                  damage. David has 8 Health and has not been hurt previ-  to zero (2 Strength + 3 Brawl - 4 penalty - 1 Defense).
                  ously, so his player draws an “X” in his two leftmost Health  The player therefore spends a Willpower point for three
                  boxes. The Storyteller decides that David suffers a nasty  bonus dice. A 2, 9 and 10 result — two successes, but the
                  graze across the shoulder.                      10 is re-rolled. Another 10 comes up, for three successes
                                                                  and another roll of the die is made. This time an 8 is pro-

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             Chapter 7- COMBAT
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