Time
Combat is measured in 3-second rounds called "Turns."
Initiative
◆ At the beginning of combat, every player rolls a die and adds it to her
Initiative rating [Dexterity + Wits]. The character with the highest result acts first, with the remaining characters acting in decreasing order of result. Note that any wound penalties subtract from one's Initiative rating.
◆ If two characters get the same total, the one with the higher Initiative rating goes first. If the lnitiative ratings are also the same, roll again until the tie is resolved.
Combat Maneuvers
◆ A
maneuver is an action that one can take during combat. Each maneuver has characteristics that may modify the dice pool and/or the damage.
◆ Combat maneuvers have a
default difficulty of 6, but some maneuvers are harder to perform and thus have an increased difficulty. For instance, a
Strike maneuver is Standard Difficulty, while a
Kick maneuver is +1 Difficulty (Difficulty 7).
◆ Situational modifiers (from weather, lighting, range, etc.) may also adjust the Difficulty of the maneuver.
◆
Accuracy indicates a bonus to the attack dice pool. That means a maneuver with an Accuracy of +3, for instance, adds three dice to the attack dice pool when using that specific maneuver.
◆ Combat Maneuvers are fully described starting on p. 239 of
Demon: The Fallen. The tables below summarize most of the available maneuvers:
Close Combat Maneuvers
Maneuver | Traits | Accuracy | Difficulty | Damage
|
Block | Dexterity + Brawl | Special | Standard | Reduces the opponent's attack successes
|
Clinch | Strength + Brawl | +0 | Standard | Strength; carries over into successive Turns
|
Disarm | Dexterity + Brawl/Melee | +0 | +1 | Special
|
Dodge | Dexterity + Brawl | Special | Standard | Reduces the opponent's attack successes
|
Hold | Strength + Brawl | +0 | Standard | Carries over into successive Turns
|
Kick | Dexterity + Brawl | +0 | +1 | Strength +1
|
Parry | Dexterity + Melee | Special | Standard | Reduces the opponent's attack successes
|
Strike | Dexterity + Brawl | +0 | Standard | Strength
|
Sweep | Dexterity + Brawl/Melee | +0 | +1 | Strength; causes knockdown
|
Tackle | Strength + Brawl | +0 | +1 | Strength +1; causes knockdown
|
Weapon Strike | Dexterity + Melee | +0 | Standard | Weapon |
Ranged Combat Maneuvers
Maneuver | Traits | Accuracy | Difficulty | Damage
|
Automatic Fire | Dexterity + Firearms | +10 | +2 | Weapon
|
Multiple Shots | Dexterity + Firearms | Special | Standard | Weapon
|
Strafing | Dexterity + Firearms | +10 | +2 | Weapon
|
3-Round Burst | Dexterity + Firearms | +2 | +1 | Weapon
|
Two Weapons | Strength + Firearms | Special | +1/off-hand | Weapon |
Attacking & Defending
◆ The attacker chooses an attack maneuver (e.g., punch, kick, headbutt, etc.), and then rolls the necessary dice and totals up her successes.
◆ If the attack roll fails, then the attacker misses. If the attack roll botches, the character not only misses but suffers an additional negative consequence (weapon jams, blade breaks, etc.).
◆ The defender chooses her defensive maneuver (e.g., block, parry, dodge, etc.), then rolls the necessary dice and totals up her successes.
◆ Between attacker and defender, whoever rolls the most successes is triumphant.
◆ If the attacker is victorious, she reduces her total successes by the amount of successes rolled by the defender. The remaining successes are then applied to the attack's damage. This means that even if the defender fails to avoid the attack, her defensive maneuver still served to reduce the effectiveness of the attack.
Damage
◆ When an attack has been determined to hit, the attacker rolls for damage and subtracts the defender's soak (see Soak rules below).
◆ In combat, each extra success the character scores on an attack roll equals an additional die that adds to the damage dice pool.
◆ Damage rolls cannot be botched. It simply means the attack glances harmlessly off the target.
◆ Damage rolls are made against a Difficulty of 6. Each success on the damage roll inflicts one Health level of damage to the victim.
◆ A damage dice pool, regardless of modifiers, can never be reduced to less than one die.
Damage Types
There are three varieties of damage in the Storyteller System:
Bashing: This represents punches and blunt trauma, which are less likely to kill a victim instantly. Demons apply their full Stamina to resist bashing damage, and such damage heals fairly quickly. Bashing damage is listed with a "B".
Lethal: This represents attacks meant to cause immediate and fatal injury to the target. Normal humans may not use Stamina to resist lethal damage, and such damage takes quite a while to heal by normal means. Demons, on the other hand, are able to apply their Stamina to resist lethal damage. Lethal damage is listed with an "L".
Aggravated: Some supernatural attacks are exceptionally dangerous to the Fallen. Aggravated damage cannot be soaked
at all except with certain rare supernatural powers. For demons, aggravated damage heals at the same rate as lethal damage. Normal humans cannot heal from aggravated damage; for them, such injuries are permanent. Aggravated damage is listed with an asterisk "
*".
Soak
◆ All characters can resist a certain degree of physical punishment. This is known as "soaking damage." A character's soak dice pool equals her Stamina rating. Unless they have some form of armor, normal humans can only soak bashing damage, whereas demons can soak both bashing and lethal damage.
◆ Roll to soak against a Difficulty of 6. Subtract the successes from the total damage rolled by the attacker. Rolling to soak is reflexive and doesn't cost an action.
◆ As with damage rolls, a soak roll cannot be botched.
◆ A demon's Faith rating can also be used to soak. See the rules for
Faith.
Armor
◆ Armor adds to the character's Stamina when determining the soak (or Faith) dice pool.
◆ Armor helps protect against all types of damage: bashing, lethal, and aggravated.
◆ Attackers may try to bypass armor by targeting unprotected parts of the defender's body. See the rules for
Targeting Hit Locations.
◆ If the damage applied from a single attack equals or exceeds twice the armor's rating, the armor is destroyed.
Movement
◆ A character can walk 7 yards per Turn, jog [12 + Dexterity] yards per Turn, and run [20 + [3 x Dexterity]] yards per Turn.
◆ A character may move up to half of her running distance and still take an action that same Turn. In game terms this is not considered multiple actions, though the Storyteller may still choose to increase the Difficulty of the action being attempted.
Multiple Actions
◆ A character can perform multiple actions on a Turn. When taking multiple actions, the character must subtract 2 dice from their first action and 1 die for each additional action (so -3 dice for the second action, -4 dice for the third, etc.). If multi-action penalties reduce a dice pool to 0, the character cannot take that action.
◆ Any defensive actions that the character takes over the course of the turn also count toward the dice penalty. For example:
The character wants to strike two enemies with his flaming sword this turn. He subtracts 2 dice from his first [Dexterity + Melee] roll and 3 dice from her second. Later in the turn, both enemy combatants attack him. He subtracts 4 dice from his attempt to dodge the first and 5 from his second dodge (his fourth action this turn). The character can’t attack his opponents again until his next turn, but he can continue to dodge for as long as he has dice left.
Yielding Actions
◆ On her Turn, a character may choose to delay her action, in which case her maneuvers happen when she finally takes action.
◆ A character may act at any time after her designated order in the Initiative, even to interrupt another, "slower" character’s action. If two characters both delay their actions, and both finally act at the same time, the one with the higher Initiative score for the Turn acts first.
Ambushes
◆ Ambushes involve surprising a target to get in a decisive first strike. The attacker rolls [Dexterity + Stealth] in a resisted action against the target’s [Perception + Alertness]. If the attacker gets more successes, she can stage one free attack on the target and adds any extra successes (beyond the first one) to her attack roll.
◆ On a tie, the attacker still attacks, although the target may perform a defensive maneuver.
◆ If the defender gets more successes, he spots the ambush, and both parties roll initiative normally.
◆ Targets already involved in combat cannot be ambushed.
Fighting Blind
◆ Attacking while blind usually incurs a +2 Difficulty. Ranged attacks cannot be made accurately.
◆ On the other hand, acting against a blinded opponent gains the character two additional dice to her attack roll.
Flank & Rear Attacks
◆ A character attacking her target from the flank gains an additional die to her attack dice pool.
◆ A character gains two additional dice for her attack dice pool when attacking from behind.
Multiple Opponents
◆ A character who battles multiple opponents in close combat suffers attack and defense Difficulties of +1, cumulative, for each opponent after the first (to a maximum of +4).
Targeting Hit Locations
Aiming for a specific location incurs an increase in Difficulty, but it can help bypass armor/cover or result in extra damage.
Target Size | Difficulty | Damage
|
Medium Target (arm, leg, briefcase) | +1 Difficulty | no additional damage
|
Small Target (hand, head, weapon) | +2 Difficulty | +1 damage
|
Precise Target (eye, heart, padlock) | +3 difficulty | +2 damage |
Knockdown
• After suffering a knockdown, the subject makes an Athletics or Martial Arts roll. If successful, she gets back on her feet immediately, but her Initiative is reduced by two in the next turn.
• On a failed roll, the subject spends her next action climbing to her feet.
• On a botch, she lands particularly hard or at a severe angle, suffering bashing damage equal to the botches rolled.
• Maneuvers like Tackle, Throw and Sweep are intended to knock an opponent down. However, an especially powerful attack of any kind may send the target to the ground.
Dazed
• If, in a single attack, the attacker rolls a number of damage successes greater than the target’s Stamina, the victim is dazed.
• The target must spend her next available turn shaking off the attack‘s effects.
Immobilized
• Add two dice to attack rolls made on an immobilized (i.e., held by someone or something) but still struggling target.
• Attacks hit automatically if the target is completely immobilized (tied up or otherwise paralyzed).
Unconsciousness
• If, in a single attack, the attacker rolls a number of damage successes greater than the target’s Stamina plus two, the victim blacks out.
• Unconsciousness lasts from five turns to an entire scene (specific duration is at the Storyteller’s discretion).