Dice Rules for Combat


Dice Combat relies on stats from your Character sheet. It's a fairly simple system. Here, we use 10-sided dice when a roll is needed. The way you get dice in Cheeta, is to type, for example: "  /roll 3d10" That equation will give you three 10-sided dice.

Typically an action as related to combat takes one turn (your paragraph turn). Not everything your character is attempting to do is considered an action. For example, he may spend a blood point in play, and that is considered a "reflexive" action- in other words, it's considered something your character can do automatically. Automatic successes are also figured in in things like: walking, climbing stairs, or opening a book. Where there is a reasonable doubt that your character -may- fail in the action, however, then dice are rolled to figure the results. 

Your stats determine the number of die rolled, and the difficulty of the gift, dicipline, or action determines your success against the set difficulty.  For example: If your character is attempting to use the dicipline "Dominate lv. 2 Mesmerize",  then the system is Manipulation + Leadership, with a difficulty =  the target's permanent Willpower. If your character has stats that are (2) Manipulation and (4) Leadership, you would be allowed SIX 10-sided dice to roll. If your target's permanent willpower is listed at 6; Six becomes your difficulty. When your die have been rolled, however many roll a number higher than 6, are your successes. Using the above example, if your roll scores a  3, 4, 7, 8, 5, 9, you have rolled three successes. Why are successes important? In the case of the given example, the number of successes decides how well the suggestion is implanted in the subject's subconsciousness.

Multiple actions may be attempted in combat as well. A vampire with Celerity, for instance, may take multiple actions without subtracting dice from their pool. However, Celerity requires one round before it can take effect. Therefore, until your next turn, the Celerity is not applicable, and on a side note; Celerity-enhanced actions cannot be divided into other multiple actions. Also, Garou attempting to take an extra action with Rage must keep in mind that Gnosis and Rage cannot be used in the same turn.  If your character is attempting to make multiple actions in a single turn, she will suffer a penalty.

Example: Justin wishes his character, Hall the Nosferatu, to throw a punch while simultaneously dodging two incoming blows. Hall has Dexterity 3, Brawl 4 and Dodge 3. Justin calculates the dice pool for the punch (Dexterity 3 + Brawl 4 = 7 dice pool), then subtracts three dice from it (because of the three actions total), for a final dice pool of 4. The first dodge has a base dice pool of 6 (Dexterity 3 + Dodge 3), minus four (three for the number of actions, plus one for being the second multiple action), for a final dice pool of 2. The final dodge has a dice pool of 1 (6, minus three for the number of actions, minus an additional two for being the third action attempted). Hall had better be pretty lucky. (WoD Vampire: The Masquerade, 3rd Ed. )

Failures mean that you have scored no sucesses at your attempt to act. While failures are disapointing, they are not generally catastrophic.

Botches, however, carry more weight. They can range from a minor misfortune to truely catastrophic consequences. A botch occurs when the dice show at  least  one "1" , and there are no other successes within the roll. If a success is rolled as well as a botch, it's considered a simple failure.

A resisted action occurs when both players are attempting a rivalry at the same action, such as entering a door at the same time. If  you roll 5 successes and your rival has 4 succeses, you end up by having only 1 success- a minor success. Though your opponent cannot beat you, he can diminish your efforts.

SAMPLE ACTIONS:

Climbing- Dex + Athletics
Hunting- Perception
Jumping- Strength, or Str. + Athletics for a running jump
Intrusion- Dex/ Percep+ Security
Breaking- Strength
Chasing- Dex+ Athletics/ Drive
Throwing- Dexterity + Athletics
Violent Interrogation - Manip + Intimidation
Close Combat - Dexterity +Brawl (unarmed) Dexterity + Melee (armed)
Ranged Combat- Dex + Firearms (Guns) Dex + Athletics (Thrown weapons)
Dodging- Dex + Dodge
Blocking- Dex + Brawl (unarmed)
Parry- Dex + Melee


Soaking Damage: Your character's Soak pool is equal to her Stamina Rating.  A mortal may only soak against bashing damage, while a supernatural creature may soak Lethal damage. Soaking damage is considered a reflexive action, and unless otherwise stated, soaking rolls are made to a difficulty of 6.

Health levels- Generally speaking there are 7 health levels before your character enters Torpor. In the case of 
mortals, anything below Incapacitated kills the character.  The length your vampiric character must remain in torpor directly corresponds with her Humanity. Unless, of course, she meets Final Death while in Torpor. Heh.

Humanity   Length of Torpor
10                 One day
9                   Three days
8                   One week
7                   Two weeks
6                   One month
5                   One year
4                   One decade
3                   Five decades
2                   One century
1                   Five centuries



Please keep in mind that Dark Genesis and its chronicles are Defender's choice. T1 combat is also an option in our online chronicles, and many of the chronicles available are run by Story Tellers. Please see each chronicle for indepth information.

May the Reaper's Scythe always swing far from your throat.


~Dark Genesis



COMBAT RULES
T1 Rules for Combat