Page 183 - World of Darkness
P. 183
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-
182
Chapter 7- COMBAT

