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Combat House Rules

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Announcement and stick Combat House Rules

Post  Admin Mon 11 May 2009, 07:27

Combat House Rules

Ok from time to time combat rears its ugly head. I run combat more or less how the book says you run it however with a minor change.

Initiative – Before combat starts each player rolls 1D10. They then add the number of dots in DEX+WITS to the score. (So If you roll a 5 and have 3 in Dex 3 in wits your imitative score is... 11.)

The person with the highest Score acts first. You may choose to defer your action to dodge or wait until the end of the initiative.

Stage one
the person at the top of the initiative goes first. They declare their action and roll the appropriate roll.


Step Two
You Then Calculate damage.


Brawl & Melee Damage: Roll: Strength + Modifier (Sometimes you get a modifier for fangs, claws etc) + Successes on the attack roll -1. (Potence adds an automatic success)

So Clarissa tries to punch Stephan. Clarissa has a dex+brawl of 6. She Rolls 4,5,6,7,8,9 – 4 Successes on her attack roll.

She then rolls damage which is

Strength (3) + Mod (0) + Additional successes, Clarissa scored 4. 1 success is taken off this score because she hit them so Clarissa adds (3) = 6 Dice in total (3+0+3) Clarissa rolls 6 dice and gets...
4,5,6,7,8,9 = 4 Levels of Bashing Damage.


Stage Three

this is the resolution. The Gm will post what happens. The person Clarissa hit would have to soak the damage. For Bashing and Lethal you roll Stamina, each success removes 1 point of damage. Fortitude counts as 1 automatic success.


If the damage is aggravated stamina can not soak it. You may however try to soak using your fortitude dice pool.

END OF CLARISSAS TURN

The Next person in the order then takes there turn and it runs down the line. When you get to the end it starts a new round and Clarissa is back on the top of the initiative score again. (We don’t roll initiative each round. We do this once and only once)


Other Notes:

Celerity –
Celerity actions are added to the end of the round. If more than one person with celerity uses it then it’s staged as per initiative. For example:


Normal round

Clarissa (Celerity 2)
Stephan (Celerity 3)
Damien
William


Celerity Rounds

Clarissa
Stephan
Clarissa
Stephan
Stephan


Blood Spending: Spending blood must be announced on your turn and is automatic. Remember you must announce you are spending blood on celerity. The Celerity kicks in NEXT round. If you forget to announce it you can’t say “Oh I would have spent it last round” Remember you only have a certain amount that you can spend each term based on gen. Celerity does not increase the amount of blood you can drink or spend. This is done per turn. Celerity just gives extra actions per turn.

Any questions ask me. I will update this guide as things come up.
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