Complex Scenarios: Combat

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Xenia
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Complex Scenarios: Combat

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Measuring Time
  • Initiative: Initiative is the smallest unity of measurement in combat. Initiative determines the order in which characters take their actions within a round. A character's initiative is equal to their Dex + Wits. If two characters are tied, the character with the higher Wits goes first, if both character's Wits are tied, the character with the higher Dex goes first, if that is also tied the two characters throw a test, retest on ties, to determine who goes first.
  • Round: Each character can take up to two actions, one standard and one simple, per round. The character with the highest initiative goes first, and characters act in the initiative order until all players have taken their actions. once all characters have acted, the completed round ends.
  • Rage Rounds: The initial round of combat is called the Universal Round. Thereafter, some characters have the ability to act more than once per turn. The additional actions are resolved after the Universal round during special Rage rounds. Once all Rage rounds have been resolved, the current turn ends and a new turn begins.
  • Turn: Complex scenarios resolve via a series of turns. Each turn includes at least one round of actions (the Universal round) and also includes any Rage rounds that occur. Regardless of the number of Rage rounds (or lack thereof), a turn represents roughly three seconds of time, during which the combat unfolds.
Actions
Each character can take up to two actions, one standard and one simple, per round on her initiative.

Standard Action
Any action that requires your character's full attention is a standard action. Examples include kicking down a door, punching a mugger, climbing a wall, or picking a lock. If there is confusion, the Storyteller determines if your action requires a static challenge or an opposed challenge. Actions that require a challenge (static or opposed) are always standard actions, even if the target doesn't resist your challenge. If you chose to forgo your standard action, you gain an additional simple action instead. Note that you cannot forgo your simple action to gain another standard action.

Simple Action
A simple action is something your character can do without a challenge. Examples of simple actions include readying/drawing a weapon, knocking an arrow, using a supernatural power on yourself, or running around a corner. Note that you cannot forgo you simple action to gain another standard action.

Movement
You can use a simple action or standard action to move up to three steps. If you use both your standard action and simple action to move, you can move up to six steps on your initiative.

When taking your steps you must move around other characters. Allies may allow you to move past them, but unwilling characters may physically block you. If you as a player cannot safely and easily move past the space an opposing character occupies, then you are considered blocked. Unless the player blocking you is prone or grappled, or you are intangible or otherwise able to move past her, you cannot continue your movement. The storyteller is the final arbiter of whether a character is blocked or not.

Advanced Movement
Trying to move by jumping, climbing, swimming, or other unusual means requires a standard action instead of a simple action and often requires a static challenge. For example, climbing a sheer cliff requires a standard action to move three steps and may require a static challenge.

Fair Escape
Fair Escape is a character's ability to get out of dangerous situations. Attempts to fair escape automatically fail if there is no logical way to leave the area. For example, you cannot fair escape while you are grappled or in a locked room with no windows.

To use this rule, wait until the start of your initiative, raise your hand, and announce that you wish to try and fair escape. You can attempt to fair escape any time you have the opportunity to expend an action, even during Rage rounds.

To successfully fair escape, you must avoid being involved in any Physical Challenges for one full round (or Rage round); in addition, Mental and Social Challenges versus your Physical attribute also block an attempt to fair escape. If you are attacked before your initiative, your attempt to fair escape automatically fails (even if the attack misses). When you declare your intention to fair escape, other players who have not acted yet have the opportunity to announce that they plan to physically attack you later in the round. If no one declares intent to attack, you fair escape immediately.

If someone declares intent to attack, your fair escape is put on hold. If you are attacked later in the round, your fair escape fails.  if you are not attacked, then your fair escape succeeds at the end of the round, after all other characters have acted. If you fail to escape you can take steps or other actions, but not until after your fair escape attempt fails. If it is not possible for your character to be physically attacked in the current round, then your attempt to fair escape automatically succeeds.

Lying Prone
Sometimes, you want to duck for cover, but there isn't anything to hide behind. By using a simple action to drop to the ground, lying on your stomach, you gain a little protection. Lying prone doesn't prevent you from acting on your initiative, but it does limit your movement. While prone, you can crawl up to one step by taking a simple action. Alternatively you can use a simple action to stand up and move one step. If your lying prone on the ground, and an opponent targets you with a Physical ranged attack from more than three steps away, you get a +2 bonus to your defensive test pool from the concealment. If an opponent physically attacks you from within three steps while you are prone, you suffer a -2 penalty to your defense test pool due to lack of mobility.
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Types of Attacks: Test Pools

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Types of Attacks: Test Pools
Complex scenarios allow for a number of different Physical attack types. Physical attacks can also be augmented with combat maneuvers: complex fighting styles that can provide advantages, but require the expenditure of willpower to use.

Physical Attacks
Unarmed Attack
When attempting to punch, kick, or otherwise harm someone with an unarmed attack, your Strength Attribute + Brawl ability form your attack test pool and are compared against your opponent's physical defense test pool. Successful unarmed attacks inflict 1 point of damage. To inflict an unarmed attack, you need to be within two steps of your target.

Melee Attack
When attacking someone with a melee weapon (such as a knife, sword, or club), use your Strength Attribute + Melee ability against your opponent's physical defense test pool. Successful melee attacks inflict 1 point of damage. To inflict a melee attack, you need to be within two steps of your target.

Thrown Attack
When throwing a weapon at your target, use your Dexterity Attribute + Athletics ability against your opponent's physical defense test pool, thrown attacks may not be parried. By default, successful thrown attacks inflict 2 point of damage. To use a thrown attack, you need to be within 10 steps of your target, and you must use a weapon with a quality that allows it to be thrown.

Archery Attack
When firing arrows at your target, use your Dexterity Attribute + Archery ability against your opponents physical defense test pool, archery attacks may not be parried. Successful archery attacks inflict 2 points of damage by default. The range of an Archery attack depends on the weapon used. Please note, knocking an arrow takes a Simple Action, though Combat Maneuvers can bypass this.

Tooth & Claw
"Tooth & Claw" is the term for the natural weapons of a garou: their bite and claws are equally perilous.
A werewolf in Crinos, Hispo, or Lupus form can use her mouth during her standard action to bite an opponent, inflicting lethal damage. This action counts as an unarmed attack, using the same test pools and rules. Biting for damage converts a character's normal brawling damage into lethal damage in many forms.
A werewolf in Crinos or Hispo form can use her claws during her standard action to claw an opponent, inflicting lethal damage. This action counts as an unarmed attack, using the same test pools and rules. Clawing for damage converts a character's normal brawling damage into lethal damage in many forms.

Fighting Finesse
All the above close range attacks use Strength as their default attribute, however, there are those fighters that have spent time mastering the art of striking with precision rather than force. This is represented by the merit - Fighting Finesse. Without this merit, you must use Strength as the attribute for your close range attacks.

Mental Attacks
When attempting a Mental attack, use your appropriate Mental Attribute + appropriate ability against your opponent's Resolve + Willpower.

Social Attacks
When attempting a Social attack, use your appropriate Social Attribute + appropriate ability against your opponent's Composure + Willpower.
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Types of Defense: Test Pools

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Types of Defense: Test Pools

Complex Scenarios allow for a number of ways for you to try and defend yourself against Physical Attacks.

Physical Defenses
Dodging
The most common method of avoiding being hurt. If you wish to dodge, your test pool is your Dexterity Attribute + dodge ability.

Parrying
So long as you have a weapon in your hand, you may try to parry an close range attack (thrown and archery attacks cannot be parried). If you wish to parry, your test pool is your Dexterity Attribute + melee ability.

Soaking
When left with no other option for how to deal with an attack, you may try to resist damage with sheer hardiness. If you wish to soak an attack, your test pool is your Stamina attribute by itself. You may not use any retest except your general retest if you are attempting to soak an attack.

Mental Defense
When resisting mental attacks, use Resolve + Willpower.

Social Defense
When resisting social attacks, use Composure + Willpower.
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Combat Maneuvers

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Combat Maneuvers
A combat maneuver is a fighting move that can give you a brief edge against your opponent. When you want to do something tricky or launch an attack that does more than inflict damage, you use a combat maneuver.

To use a combat maneuver, you must declare which maneuver your using a spend a point of Willpower before the test is made. A character can only activate a single combat maneuver per round.

Any character may attempt to use a combat maneuver so long as she has a logical way to incorporate the specific combat maneuver into her attack. For example, you might try to Grapple someone with your bare hands or with a net, but you cannot attempt to Grapple someone by shooting an arrow at her.
  • If you have at least four dots in Strength, you can perform one of the following combat maneuvers once per combat without spending willpower: Disarm, Grapple, Knock Down, Knock Out, or Pierce the Heart.
  • If you have at least four dots in Dexterity, you can perform one of the following combat maneuvers once per combat without spending willpower: Burst of Speed, Disarm, Fighting Blind, Quick Draw, or Snap Shot
Most Social and Mental actions can't benefit from combat maneuvers, but there are exceptions. Fighting Blind can be used in conjunction with any type of action.

Burst of Speed
This combat maneuver allows you to take your simple action immediately, out of order, and then your standard action on your normal initiative. This maneuver doesn't allow you to take an additional action, but it does allow you to use your simple action before your initiative. If you try to act at the same time as another character, the character acting on her natural initiative goes first. If two players use Bust of Speed at the same time, the character with highest initiative goes first.

Blinding Attack
If you succeed with a Blinding Attack, your opponent suffers 3 fewer damage (minimum 0), but is blinded until she spends two simple actions clearing her eyes.

Disarm
Modify your attack test pool by -2. If you succeed in the challenge, you force your target to drop one item of your choice. Picking the item up requires a standard action. If you should have at least 4 dots in dexterity and have a free hand, you may choose to end up holding the disarmed object. Normally this maneuver can only be used on an object a target is holding in her hands, but the Storyteller may allow you to use this maneuver to take unsecured items off a target, such as a cord tied around her neck, a hat, or a rod sticking out of her pocket. Disarm cannot be used to remove large or secured items, such as a jacket or armor.

Fighting Blind
Use this maneuver to attack an opponent you cannot see. Otherwise your attack will automatically miss.

Grapple
If you succeed with a Grapple attack, your opponent takes 3 fewer damage (minimum 0) and is grappled. While grappled, she can't move and cannot take her standard action to initiate a Physical challenge unless she has broken free. She can still activate physical powers that do not call for a challenge, and can initiate Mental and Social challenges normally.

She can escape from your Grapple by using a simple action and beating you in an opposed challenge. Upon escaping, the target regains full use of her Standard action (she doesn't have to wait until the next round to use it). You relinquish your grapple if you take any action that targets anyone other than the character you're grappling, or if you move more than one step a round.

Characters who are grappled can make use of all form-changing powers. If a character who is grappled changes forms, this act does not cause the Grapple to break, unless the new form cannot be grappled.

if a single character is being grappled by more than one opponent, she need only best one opponent to escape. If the grappling characters cannot decide who will resist the attempt to break out, the Storyteller decides.

With the right equipment or supernatural power, it is possible to grapple from range, but a grapple combat maneuver cannot be used as a prerequisite for a supernatural attack unless you grapple with your hands.

Knock Out
If you surprise your target, you can attempt to knock her unconscious. Modify your attack test pool by -2. If you succeed your target is unconscious for 10 minutes. You can only use this maneuver during the first round of combat, and you can't use it if your target is expecting an attack. (Some supernatural creatures, such as vampires, cannot be knocked unconscious). A target that possesses more Stamina Dots than you do Strength Dots cannot be knocked out.

Knock Down
If you succeed with a Knock Down attack, your opponent takes 1 fewer damage (minimum 0) and ends up lying on the ground. While prone, your opponent can use a simple action to crawl one step. A prone character can use a simple action to stand up and move up to one step. A target that possesses more Stamina Dots than you do Strength Dots cannot be knocked down.

Pierce the Heart
Modify your attack test pool by -3. If your opponent's wounds are in the Incapacitated wound track, you can use this attack to Pierce the Hear. Vampires who have their hearts pierced with a wooden weapon fall into torpor until the stake is removed. Humans are instantly killed.

Shapeshifters are made of stronger stuff, but are still susceptible to this maneuver. A successful Pierce the Heart maneuver against a Shapeshifter scores an additional point of damage.

Quick Draw
You can draw one weapon or other small item on your person without using a simple action.

Snap Shot
Rather than taking a simple action to knock an arrow to fire, you are able to knock and ready an arrow with no action.

Knock Back
If you succeed with a Knock Back attack, your opponent takes 2 fewer damage (minimum 0) and is pushed 2 steps back. A target that possesses more Stamina Dots than you do Strength Dots cannot be knocked back.

Lunging Attack
When you make a Lunging attack you may may attack an additional 2 steps out. If you succeed with a lunging attack, your opponent takes 1 fewer damage (minimum 0) (This effect stacks with the Reach weapon quality)

Hamstring
If you succeed with a Hamstring, your opponent suffers 3 fewer damage (minimum 0), but takes one less step per turn (before any movement multipliers Negative or Positive) until she spends 2 simple actions to recover from the attack.

Targeted attack
Modify your attack test pool by -3. This manuver has no additional effect other than targeting a specific place on the body.

To some creatures or beings this can be a massive problem. The best Example is Achilles.
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Feral Combat Maneuvers

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Feral Combat Maneuvers
Feral combat maneuvers take advantage of the animal instincts, quadrupled speed, and other advantages inherit to wild animals. These attacks help a Garou outmaneuver opponents by controlling an enemy's mobility and maximizing his own. Feral combat maneuvers can only be used in animal form. For Garou this means Lupus or Hispo form.
  • If you have at least four dots in Strength, you can perform one of the following feral combat maneuvers once per combat without spending Willpower: Mangle Fur or Savage Leap
  • If you have at least four dots in Dexterity, you can perform one of the following feral combat maneuvers once per combat without spending Willpower: Dart Behind or Feral Dash.
Dart Behind
Drawing on your compact size, you are easily able to skirt past your opponent. When using this maneuver, you can take your movement action directly through your opponent, as if she wasn't there. You can only use this maneuver if your final step takes you beyond the physical space your opponent occupies.

Feral Dash
This maneuver requires both a simple and a standard action to perform. Drawing on the strength of your animal form, you tear off in a blaze of speed. You can move a number of steps as though you had spent both actions on movement, plus an additional three steps.

Mangle Fur
Modify your test pool by -2. If you succeed in an opposed challenge, you are able to pry, tear, and mangle your opponent such that her armor is compromised. Until she spends a total of two simple actions readjusting her defenses, any bonuses she receives from mundane armor is nullified. A target that possesses more Stamina Dots than you do Strength Dots cannot be the target of Mangle Fur.

Savage Leap
This maneuver requires both a simple and a standard action to combine your movement with an attack. Your animal form provides you with the balance and speed necessary to make impressive attacks while leaping through the air. Move up to six steps to leap in one single direction. You can perform a brawl attack to claw or bite a foe anywhere along this leap. If you have not completed your movement when you attack, you must afterward continue in the same direction until you have taken all six steps.
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Mass Combat Tactics

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Mass Combat Tactics
In a mass combat situation, you can take the normal range of actions, use any appropriate powers and disciplines, and utilize combat maneuvers exactly as you would in one-on-one combat. Additionally, you may choose to spend an action to perform one of the following mass combat tactics.

Mass combat tactics can only be used to augment or defend against Physical attacks and do not benefit or hinder Mental or Social attacks.

Assist Attacker
Instead of using your Standard action to attack, you can instead expend your standard action to Assist Attacker, thus boosting another character's attack.

When you assist an attacker, you must choose the individual you are going to help and offer to assist her. The attacker can refuse your assistance, in which case you cannot target her with this tactic and you do not expend your standard action.

If your target accepts your assistance, describe how you are assisting their attack and then select one of the following benefits, both you and the target must agree on the form of aid being provided.
  • The target may use a single normal combat maneuver this round without needing to expend willpower. A given target may only benefit from this use of assist attacker once in a given round.
  • The target gains +1 on a single normal physical attack this round. A given target may benefit from this use of assist attacker as many times as they are willing in a given round.
It is possible for a single attack to make use of two standard combat maneuvers if the target of an Assist Attacker takes that benefit and then also spends a willpower point to apply another combat maneuver.

Assist Defender
Once per round, when one of your allies is attacked, you can expend your simple action in order to move up to three steps to the defender and shield her from that attack. Characters using the Assist Defender tactic become the target of the incoming attack.

When you assist a defender, you must choose the individual you are going to assist and offer to assist her. The defender can refuse your assistance, in which case you cannot target her with this tactic and do not expend your simple action. If the target accepts your assistance, spend your simple action and describe how your character is defending her from the attack. Thereafter resolve the challenge with the attacker as though you were the original target of the attack. The attacker may choose to stop their attack, they lose their action that was spent on the attack, but then do not have to resolve the challenge against their new target.
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