From: D_PADDOCK@LVC.EDU Subject: Revised Dice/Combat System Final (Hopefully) Combat System for Storyteller by R. Daniel Paddock A new dice convention is part of this revised system as well and applies to all rolls not just combat-oriented ones. In an Attribute+Ability situation the roller may ignore ones up to his/her ability score. Characters who have Charmed Existence will notice that they are using that merit far less often, so in recompense, I recommend given them another two Freebies to spend or another Experience point or two (thus Charmed Existence becomes a two point merit ) Initiative Wits+Alertness(4) Vampires may add their celerity dice, Mages, if accelerated, may add their Time rating. Garou may not add Rage. The difficulty could be raised for characters who are surprised. Attack Hand to Hand: Dexterity +Brawl Melee: Dexterity+Melee Thrown Weapons: Dexterity+Throwing Firearms: Dexterity+Firearms (or Archery or Heavy Weapons) Firefight Complications Complications Difficulty Modifier Dice Aiming - +Per Aiming at limb on far side of body +3 - Behind pole +2 - Behind wall +3 - Changing action +1 - Full-auto +3 +10 Immobilization -2 - Long range +1 - Lying flat +1 - Movement +1 - Multiple shots +1/extra shot - Only head exposed +4 - Point-blank 4 - Scope - +2 Sniping, target unaware -2 - Specific area of target +2 - Spray 6+1/yard +8-1/yard Target walking +1 - Target running +3 - Target running and dodging +5 - Target area behind soft cover +3 or more - Three-round burst +1 +3 Dodging Brawl: Difficulty=5+1/per opponent. Melee: Same as above Firearms: Availability of cover as per the chart on the STUs screen. Parrying This maneuver may be done with any object (a shield, a chair, another weapon, or oneUs own body parts). Bullets, arrows, and bolts may not be truly parried, although hiding behind a shield is still possible, this is taken care of by the Firearm complications table on the STUs Screen. The difficulty of the parry is based on the relative sizes of the attacking weapon and the parrying object. Both are of equal size: Diff. 6 Attacking weapon larger: Diff 7-9 Parrying object larger: Diff 4-5 Resolution Hand to Hand: Strength+Technique Modifier+2+any successes over five on the attack roll. Melee and Thrown: Strength+Weapon Bonus+2+any successes over 5 on the attack roll. Archery and Firearms: Weapon Damage+Any successes over one on the attack roll+2. Soaking can be done usual, with a Stamina(6) roll. Special Considerations Multiple Actions- +(# of additional actions)to difficulty. -1 to Dice fo the first action, -2 to the second, -3 to the third and so on... Backstab: 3 points to allocate to either Attack or Damage or both. Head - Difficulty: +3, Damage: Mortal: Wounded =unconscious, Mauled=Dead Vampire: Wounded = stunned for one round Crippled = stunned until Stamina(8) Incapacitated = neck broken, paralysed until Crippled Below incapacitated = Final Death Hands/Arms - Difficulty: +3/+2 Damage: Wounded = Broken and useless Crippled = Sheared off, if sharp, until Mauled Legs - Difficulty: +1 Damage: Wounded: Broken and useless Crippled = Sheared off, if sharp, until Mauled Chest/Torso - Difficulty: +1 Damage: Wounded: Stunned, if mortal Mauled: Ribs broken Incapacitated: Shock, temporary loss of blood control, Sta+For(Health Lost +2). Below Incapacitated: Spine broken, paralyzed until Crippled ******************************************************************************** R. Daniel Paddock E-Mail: D_Paddock@lvc.edu