From: deirdre@efn.org (Deird'Re Brooks) Subject: Storyteller House Rules Combat Stuff for Storyteller System. --- Accuracy and Range tables for the White Wolf Advanced Gaming System (WWAGS). by Ivy K. Ryan November 12, 1993 (Sorry, but Pacesetter Games copyrighted "The Storyteller System" back when they released "Sandman". It was subtitled "The Storyteller System". This was back about 84 or so.) Basic to hit target numbers at "Moderate" range Modifiers Pistols 6 Target sights -1 Rifles 4 No sights +1 Shotguns 5 Scope to 4 power -2 Scope to 8 power -4 Scope to 16 power -8 Laser Sights -2 "Red Dot" Sights -2 Scopes of over 4 power require an action of aiming, which doesn't lower the target number, just to aquire the target. Without that action they add +10 to the target number instead of subtracting anything from it. Laser sights are only really useful out to about 30 yards. "Red Dot" sights increase a pistols concealment rating by one but are useful at any range. Recoil Modifiers for additional shots in one combat round Pistols up to .357 +1/shot Pistols over .357 +2/shot Pistols over .44 Magnum +3/shot Rifles up to 5.56 +1/shot Rifles above 5.56 +2/shot Rifles above .458 Magnum +4/shot Shotguns up to 20 Guage +2/shot Shotguns over 20 Guage +3/Shot Modifiers to recoil Recoil absorption mechanism on weapon -1 Burst or Autofire +1/round shot after first Range Modifiers 1/2 Moderate -1 1/4 Moderate -2 2x Moderate +2 3x Moderate +4 4x Moderate +8 5x Moderate +16 Modifiers Braced weapon -2 Aiming -1/action Aiming will give a maximum minus of the shooters Perception + Firearms scores. (A poor shot will never be able to be as accurate as a good shot and a good shot with average or poor Perception will never be as good as one with good Perception.) Here's another modified combat system. This is for Melee and Brawl. With 8 years of Martial Arts and four of Boxing I found that, one; it is hard to get really good at hitting people and, two; once you get good at hitting people, they are very easy to hit. Therefor, I recommend, that the Target number for both Melee and Brawl by changed to a base of 9 (minus one for each dot of skill the character has in the field). This means that a character with one dot has a Target number of 8 for punching, kicking, etc and a character with a skill of 5 has a Target number of 4. I also recommend a slightly different form of Melee and Brawl combat. This is for times when two, or more, people are fighting, NOT when one person is trying to evade the other. When two or more people are fighting each rolls their attacks and the number of successes are compared. The person who gets the most successes wins the exchange and does damage to the loser based on the number of successes the winner has after the losers successes are subtracted. For example, fighter A gets three successes and fighter B gets five successes. Fighter B wins the contest with a total of two successes. Fighter B rolls for damage based on those two successes. If one attacker has more attacks than the other then all the slower one can do is save some dice for dodging after they run out of actions. If one person is up against two, or more, they are at +1 to their Brawl, or Melee, target number for each extra opponent as long as the opponents have actions left. If the single fighter has more actions than his opponents, likely if a Vampire is fighting a street gang or the like, then the single opponent is only at a disadvantage while the opponents have actions. If the opponents have more actions than the single fighter then their best option is to RUN! Kicks are no harder than punches and also do MORE damage than punches and actually will do at least the damage of claws (Str + 2). Take Tai Kwon Do for an example, in Korea, where it is the main Martial Art, they teach mostly kicking styles with some punches. Most punches are the follow-up to a parry, really. The kicks range from the fast but low powered forward snap kick (Str +2) damage to the slower but devastating Stamp kick (Str +4) damage. The Spinning Back Kick is a STYLE move and is rarely seen in actual combat. STYLE moves are usually used in contests and for things like movies. The Side Kicks and Hook Kicks, other Tae Kwon Do standards, would get (Str +3) damage. The real show- off move in Tae Kwon Do is the Flying Jump Kick, in which the kicker actually makes a long jumping kick with both feet from 10 to 15 feet away, and it should get (Str + 5) damage if it connects. The GM might reasonably add +1 to the target number for a Flying Jump Kick. Marzhavasati Kali |If mail bounces, check spelling. It's deirdre. deirdre@efn.org |If that doesn't work, send mail to |deirdre%efn.org@skinner.cs.uoregon.edu