Page 89 - Chronicles of Darkness
P. 89

Mooks, thugs, and similar nameless characters don’t have any  turn entirely — he may act at any time during the next turn,
                 Willpower available to spend. Minor named characters — the  but for subsequent turns his Initiative resets to what it was
                 kind who recur but aren’t the main antagonists of a story —  before he delayed his action.
                 have one point of Willpower available. Recurring antagonists
                 and major Storyteller characters can spend up to half their  Surprise
                 maximum Willpower in a scene.                       Characters who don’t realize they’re about to be on the
                    Storyteller characters with reduced Willpower totals can
                 still regain spent points through normal means, but can’t   receiving end of bloody violence have a chance to notice the
                                                                  ambush by rolling Wits + Composure, contested by the attacker’s
                 go above their modified Willpower total for a scene. Note,   Dexterity + Stealth. Any character who fails the roll cannot take
                 though, that their Resolve + Composure values are unaffected,   an action in the first turn of combat, and can’t apply Defense
                 in case the Storyteller needs to have them roll this dice pool,   for that turn. Determine Initiative in the second turn as normal.
                 and supernatural powers that drain Willpower work normally.
                 Initiative                                       Attack

                                                                     On each character’s turn, he can attack using one of the
                    When a fight’s inevitable, it helps to know who acts first.
                 Time in combat is always tracked in turns, and one turn in-  following dice pools:
                 cludes one action for each character in the scene. At the start   •  Unarmed Combat: Strength + Brawl - opponent’s
                 of a violent conflict or other dramatic encounter in which   Defense
                 it’s important or easier to have characters act one at a time,
                 determine each character’s Initiative by rolling one die and   •  Melee Combat: Strength + Weaponry - opponent’s
                 adding her Initiative modifier.                      Defense
                    The  Storyteller  should  write down  each character’s   •  Ranged Combat: Dexterity + Firearms
                 Initiative and put them in order, including both player charac-
                 ters and Storyteller characters. The Initiative order determined   •  Thrown Weapons: Dexterity + Athletics - opponent’s
                 here is the order in which the characters will act during each   Defense
                 turn until something happens to change it, such as a character   Resolve the attack roll like any other action. Determine
                 dropping a weapon (see below). Characters with high Initiative   damage by adding the successes rolled to any weapon modi-
                 react quickly and get the jump on the others, while characters   fier. The target fills this many Health boxes with whichever
                 with low Initiative are hesitant, indecisive, or just slow to act.   type of damage was dealt. See “Injury and Healing,” below.
                 Each turn, the Storyteller should take a moment to describe
                    Lining up a shot or hefting a baseball bat takes more  Defense
                 how the lay of the land has changed since the last turn.
                 effort than just swinging a fist. When a character is using a   Subtract the character’s Defense from any unarmed,
                 weapon, apply its Initiative penalty for as long as she’s got   melee, or thrown attacks of which the character is aware.
                 the weapon ready. The only way to avoid this modifier is to   Every time a character applies his Defense against an attack,
                 sling it or drop it. Dropping a weapon is a reflexive action,   reduce his Defense by 1 against subsequent attacks until the
                 but picking it back up takes an instant action, as does just   start of the next turn, when the character at the top of the
                 drawing a weapon normally. A character wielding two weap-  Initiative order acts again. Spending a point of Willpower
                 ons subtracts the largest Initiative penalty from her score,   increases his Defense by 2, but only against one attacker.
                 and then reduces it by a further one. Wielding a crowbar   A player can choose not to apply his character’s Defense
                 (Initiative penalty -2) and a riot shield (Initiative penalty -4)   against some attacks. If two unarmed gangbangers attack
                 thus applies a -5 to the roll.                   before a chainsaw-wielding lunatic, he might want to let the

                 Delaying Actions                                 gangbangers get their blows in, and apply his full Defense
                                                                  against the maniac swinging a chainsaw at his head.
                    A player may not want his character to act when his   Some types of combat actions require a character to
                 Initiative says he should. Maybe he can’t see his opponent   sacrifice his Defense for the turn. A character may only sac-
                 yet, or wants to see how someone will react to the changing   rifice Defense for one such action at a time; for instance, he
                 landscape of the fight before he does anything else. The player   couldn’t give up Defense to perform an All-Out Attack and
                 can choose to delay his character’s action, waiting for a better   Charge at the same time. He must choose one.
                 moment to act later in the turn. He can alert the Storyteller   Defense does not apply against Firearms attacks.
                 that he wants to take his delayed action at any time during the   Dodge
                 turn. If he does so, his place in the Initiative order changes
                 to the new delayed one for the rest of the fight.   At any point before a character’s action, she can choose to
                    If a player delays his character’s action for so long that   Dodge. Doing so takes up her normal action. When Dodging,
                 the next turn begins — thus sacrificing his action for that   double the character’s Defense but do not subtract it from

       88
               infernal engines -dramatic systems
   84   85   86   87   88   89   90   91   92   93   94