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''W20 Core, pg 293''
''W20 Core, pg 293''
* Requires at least 1 dot in Firearms for guns or Archery for bows
* Requires at least 1 dot in Firearms for guns or Archery for bows
* Every Turn spent aiming adds +1 dice to the next attack a max of character's Perception
* Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception
* Scopes add a further +2 dice
* Scopes add a further +2 dice
* These do stack
* These do stack

Revision as of 18:28, 5 September 2025

Combat

Sources: W20 Core, pg 288-303

Initiative

Use +help +combat for commands to start/view/add/remove from the Initiative list

  • Certain gifts such as Spirit of the Frey give bonuses to Initiative, these should be automatically added by the code, or added by the ST of the scene.

Declare Actions

Lowest Initiative declares their action first, moving up to highest Initiative.
Highest Initiative acts first, moving down to lowest.

  • Rage spends and actions must be declared at the beginning of your turn (Ex: "I'm going to spend 2 Rage to X, then Y, then Z.")
  • Rage actions will be handled in order after the first "normal" round of actions. Ex: Normal round, Rage round 1, Rage round 2, etc.

Changing Actions

W20 Core, pg 293

  • In drastic circumstances Declared Actions can be changed, adding a +1 difficulty to the new Action. (If a grenade is tossed at a character's feet, a packmate is in mortal danger, etc.)

Holding Actions

An action may be held until a place lower in the Initiative, to better coordinate a special maneuver with a packmate, to let someone else get ahead of your character, to foil an opponent's action strategically, etc.

Spending Points

Whether it's Willpower, Rage, or Gnosis for gift activation, extra turns, etc., wait until your ST tells you to spend the resource on your turn, for the sake of the scene log having your spends close to your OOC questions and rolls.

  • You can not spend Rage and Gnosis in the same round, except with the Gift: Chaos Mechanics. Spending one means you can not spend the other.
  • Willpower for an automatic success on a roll must be declared before the roll is made.
  • Willpower can not be used for an automatic success on Damage or Soak rolls.

Using Rage

W20 Core, pg 288
Players can spend up to 1/2 of their Rage pool in a single turn (rounded up) to perform the following feats:

  • Take extra Actions: Each point of Rage spent gives the character one extra action that turn. Must declare spending Rage for extra actions at the beginning of the turn.
  • Change forms: At any point in a turn, a player can spend one point of Rage to immediate shift to any form without the usual Stamina+Primal Urge roll.
  • Ignore stunning: Spending a point of Rage negates being stunned and the shifter can keep moving and take an Action normally.
  • Ignore pain: The player can ignore the dice penalties of one health level's worth of wounds per one point of Rage spent for one turn. This does not heal the damage, dice penalties will apply as normal next turn unless more Rage is spent.

Limitations: A player can only take as many extra actions as he has dots in either Dexterity or Wits, whichever is lower. If a player chooses to exceed that limit, she suffers +3 difficulty to all difficulties that turn. If the character is in a Frenzy, his Rage actions are limited only by his Dexterity.

Taking Actions

Close Combat Attacks

Basic Attacks

W20 Core, pg 296

Action Pool Base Diff Base Damage Damage Type Special
Kick Dex + Brawl 7 Str + 1 Bashing Extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Punch Dex + Brawl 6 Str Bashing Special punches (uppercut, haymaker, etc) may cause extra dmg with a higher diff. Usually Bashing, but nerve strikes, kidney blows, or extreme size difference can make damage Lethal
Usable by: Homid, Glabro, Crinos
Bite Dex + Brawl 5 Str +1 Agg Hispo bite +1 dmg, Glabro bite diff 8 and -1 Lethal dmg
Usable by: Crinos, Hispo, Lupus
Claw Dex + Brawl 6 Str + 1 Crinos/Hispo: Agg, Glabro/Lupus: Bashing Usable by: Glabro, Crinos, Hispo, Lupus
Disarm Dex + Melee +1 diff See: Failure - Successes exceed opponent's Strength score: Opponent drops their weapon. Failure: Inflicts weapon damage; Botch: Loses own weapon
Usable by: Homid, Glabro, Crinos
Bare-Handed Disarm Dex + Brawl (-1 dice) 8 - - Failure: Inflicts weapon damage to hands
Usable by: Homid, Glabro, Crinos
Flank Attacks - -1 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Rear Attack - -2 - - May require Rage, move time or another roll at ST's discretion
Usable by: All forms
Sweep Dex + Brawl or Melee 8 - - Knocks Opponent to the ground, can use self or weapon to sweep an opponent's leg. Causes no damage, but target is prone.
Usable by: All forms
Grapple Contested Str + Brawl 6 Str Bashing *Clinch: crushing damage applied per turn.
*Hold: No damage, Target held until freed
*Escape: The contested Str + Brawl roll, especially agile chars may use Dex
*Reverse: The grapple is turned on the attacker if the contested roll scores 2 more successes than the attacker.
*Damage: Typically Bashing, can be Lethal or Aggravated if grappled opponent has barbs, spikes, extreme size difference, etc. as appropriate.
Usable by: Homid, Glabro, Crinos
Tackle Dex + Brawl 7 Str Bashing *Req: Min 2 Yard Distance
*Attacker and Target both make Dexterity+Athletics rolls to keep their feet (diff 6 for the attacker, diff 6 + the attackers successes for the target). Failure: you end up on the ground. Botch: trips and falls (one die of dmg for every yard ran); slams into something else (that damage plus his Str in dmg on himself); or crashes into his target and bounces off (opponent’s Stamina in dmg, but leaving the target unharmed)
*Dexterity+Brawl vs 7 to determine damage dice if target fails his Athletics roll.
*Damage may situationally become lethal at ST discretion.
Usable by: All forms

Dirty Fighting

W20 Core, pg 198

  • The following maneuvers require Brawl 3 or more
Action Pool Diff Damage Damage type Special
Blinding Dex + Subterfuge 9 Special Special Blinded 1 turn per success, -2 Dice to all pools. 5+ successes destroys eyes, may regen normally if possible. ST discretion if a particularly vicious attack might cause 1 or 2 Lethal damage in addition to blinding.
Usable by: Homid, Glabro, Crinos
Body Slam Dex + Brawl 6 Str + 2 Bashing Requires a successful Grapple, next turn apply Dex + Brawl vs 6 for damage. Damage may be Lethal or even Aggravated at ST discretion depending on what the target is slammed onto.
Usable by: Homid, Glabro, Crinos
Curb Stomp Str + Brawl 6 Str + 2 Lethal Requires Stunned/Immobilized target - Takes 1 turn to place in position first, next turn apply Str + Brawl vs 6 for damage. May remove opponent's ability to bite until healed.
Usable by: Homid, Glabro, Crinos
Low Blow Dex + Brawl 7 Str Bashing Stunned for one turn per health level lost after soak. Bashing becomes Lethal if done with claws/teeth/blades/etc.; Stamina diff 8 to shrug off the stun at one turn per success.
Usable by: All forms
Pistol Whip Dex + Melee 7 Str + 2 Lethal Requires a gun, crowbar, truncheon, candlestick, etc. Target stunned for 1 turn if they fail Stamina vs 8, or 2 turns if they botch.
Usable by: Homid, Glabro

Special Maneuvers

W20 Core, pg 299

Maneuver Pool Diff Damage Damage Type Special
Evasive Action Wits + Athletics 6 - - Works like a dodge, but you cannot abort your previous action to use this tactic. Each success subtracts one success from the attacker's roll. If you score more successes than the attacker, your next attack is at -1 difficulty on that target, assuming you act before them.
Usable by: All forms
Hamstring (Bite/Claw) Dex + Brawl 8 Str + 1 Aggravated 2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Crinos, Hispo, Lupus
Hamstring (Weapon) Dex + Melee 9 As Weapon Lethal Requires a bladed weapon
2 legged opponent: Dex + Athletics vs 8 to stand again, 1/4 movement speed
4 legged opponent: Dex + Athletics vs 7 to remain standing, 1/2 movement speed.
Usable by: Homid, Glabro
Jaw Lock Dex + Brawl 6 Str + 1/Special Aggravated Attacker Wins: Rival forced to ground and immobilized. Attacker Loses: Fails to immobilize target, inflicts the usual Bite damage.
If opponent doesn't surrender: Contested Strength + Brawl; opponent's diff is attacker's Brawl+4, attacker's diff is opponent's Brawl+2. Opponent fails: Remains pinned and immobilized. Opponent matches successes: Break free but take attacker's successes in damage (may attempt to soak). Opponent scores more successes than attacker: Breaks free, takes no damage.
Usable by: Crinos, Hispo, Lupus
Leaping Rake (Claw) Dex + Athletics 3 Str + 1 Aggravated See Jumping under Physical Feats (W20 Core, pg 271) - If roll succeeds for chosen distance, attack target with Dexterity + Brawl vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Crinos
Leaping Rake (Weapon) Dex+Athletics 3 As Weapon Bashing/Lethal As above, requires a weapon, Dexterity + Melee vs 8 for damage, and land outside of enemy's attack reach. Fail: Land within enemy's reach.
Usable by: Homid, Glabro
Taunt (vs Non-Garou) Man + Intimidation Enemy Wits + 4 - - Enemy suffers -1 die to their next action for every 2 successes by the taunter
Usable by: Homid, Glabro (All forms if the non-garou target can understand them)
Taunt (vs Garou) Man + Expression Enemy Wits + 4 - - As Above, if taunter scores at least one success, target makes a Rage roll. If an entire pack is taunting (see Pack Tactics), target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Wishbone Dex + Brawl 6; -1 for each attacker Str Special First turn, to grip the target with the listed roll. Next turn, apply damage by pulling. Damage is Bashing for a slow pull, Lethal if using brute strength, Aggravated if using teeth.
If any one garou inflicts more than 3 health levels after soaking, the extremity in question is broken or removed.
Soaking: Target must soak each attacker's Strength roll separately.
Usable by: Glabro, Crinos, Hispo, Lupus

Pack Tactics

W20 Core, pg 300

  • Packs bonded by a Pack Totem perform these maneuvers together at no penalty.
  • Unbonded packs that have only trained together perform these maneuvers at +1 difficulty together.
  • Other Pack Tactics may include: Wishbone, Flank or Rear attacks, Sweep, as well as less martial tactics such as Long Running, Sensing, and Shadowing in Physical Feats (W20 Core, pg 270), or Hunting, Searching, and Tracking in Mental Feats (W20 Core, pg 282)
  • Creating and successfully demonstrating a new pack tactic might be worth Glory or Wisdom renown.
Tactic Pool Diff Packmates Required Effect
Taunt (vs Garou) Man + Expression Enemy Wits + 4 2+ Enemy suffers -1 die to their next action for every 2 successes by the taunter(s), if taunter scores at least one success, target makes a Rage roll. target frenzy diff is at -1. A target whose dice pool is reduced to nothing cant do anything except dodge.
Usable by: All forms
Fur Gnarl Dex + Brawl 7 2+ Every 2 successes removes 1 soak from the enemy. Packmates in may attack that spot at +2 difficulty to take advantage of lowered soak. Soak reduced until damage is regenerated or armor reapplied.
Usable by: Glabro, Crinos, Hispo, Lupus
Harrying Dex + Athletics 5 4+ Contested Dex + Athletics vs 5 rolls "hand off" the target to each pack member.
Target wins: Attacker can try again at +1 diff for each success target scored over her own. Target maintains diff 5.
Attacker wins: +1 diff to target's diff with each successful "hand off" roll, and -1 to all die pools after the first successful exchange. Attacker maintains diff 5. Humans also lose one WP when "handed off" to the next packmate, human-like entities (vamps, changeling, mages, etc.) lose 1 WP per every 2 exchanges.
Usable by: Hispo, Lupus
Savage/Dogpile Special - 3+ First attacker makes a successful Sweep or Tackle maneuver (see above). Next attackers make their rolls with modifiers from Knocked Down, Immobilized, or Stunned (see below) at ST discretion.
If target survives, they may try to stand with a successful Strength + Athletics roll, diff is 4 + 1 for each Garou involved in the attack (maximum 10).
Usable by: Any form

Special Styles

Klaviskar

  • Requires Melee 4 (Klaive Specialty)
  • Rules and Chart TBD

Kalindo

  • Rules and Chart TBD

Types of Immobilization

W20 Core, pg 292

  • Blinding: Characters blinded by injury or darkness cannot dodge, block, or parry incoming attacks. All other actions add +2 to their difficulties. At ST discretion, a Shifter can take an action to sense her surroundings to try and reduce the penalty, or use a Gift to compensate for blindness.
  • Knockdown: A character knocked off their feet must take an Action to scramble back up. If they can not do so, they may be considered to be partially immobilized.
  • Immobilization: If held down, paralyzed, or otherwise rendered unable to move more than a little bit, any attacks made against them are made at -2 diff. If the target can not move at all, attacks may hit automatically.
  • Stunning: If, after soak, a character takes health level damage that equals or exceeds their Stamina rating, they are stunned until the end of the following turn. Stunned characters cant do anything except stumble around in a daze. Attacks against a stunned character are made at -2 difficulty.

Ranged Combat

W20 Core, pg 293

Guns Dex + Firearms
Bows Dex + Archery
Thrown Dex + Athletics

Range

W20 Core, pg 294

  • Point blank range: Diff 4, 2 yards or less
  • Medium range: Diff 6, the range listed on your +equip weapon item
  • Long range: Diff 8, up to twice the listed range. Diff might be higher at ST discretion.

Aiming

W20 Core, pg 293

  • Requires at least 1 dot in Firearms for guns or Archery for bows
  • Every Turn spent aiming adds +1 dice to the next attack, a max of character's Perception
  • Scopes add a further +2 dice
  • These do stack
  • Bonuses apply to a single shot, and the character must aim again to get the full bonus and effect

Called Shots

W20 Core, pg 295

  • Called Shots are made at +2 difficulty.

Automatic Gunfire

W20 Core, pg 294

  • Uses a minimum of 1/2 a clip of ammo
  • Automatic gunfire adds +10 Dice to the attack roll at +2 Diff
  • Can spray an area, evenly distributing successes between targets; If less successes are scored than there are targets, ST decides who has been hit or missed

3 Round Burst

W20 Core, pg 295

  • Gain three dice to the attack roll, at +1 difficulty

Reloading Firearms

W20 Core, pg 295

  • Requires a Dexterity + Firearms vs 6 roll under normal circumstances, and takes one full turn. May have to roll anyway if badly hurt, in a moving car, etc. at ST discretion.
  • Having at least Firearms 1 may negate that roll.
  • Automatic weapons: Reloading an automatic weapon takes a single action. That gun can still be fired the same round it's reloaded, at -2 dice from the attack pool.
  • Revolvers: Can be reloaded as above with a speedloader. Without a speedloader, a revolver takes a full turn to reload, and no other actions are possible that turn, not even Rage actions.

Bows

W20 Core, pg 294

  • A character without Archery can try to use a bow, but each roll for her adds a +1 difficulty penalty
  • Loading an arrow is an Automatic Action
  • Cross Bows take 2 turns to ready and fire.
  • On a botched roll, the bowstring snaps and must be replaced before the weapon can be used again: Wits + Archery or Crafts vs 7
  • Considered nearly silent ranged weapons
  • Fancy Shots such as a wooden arrow bull's eye in a vampire's heart requires at least 5 successes on the attack and 3 health levels of damage (after soaking) to pierce the heart.

Thrown Weapons

W20 Core, pg 296

  • Thrown weapons use Athletics
  • Difficulty is usually 6, -1 for especially close targets, +1 or +2 difficulty for distant targets or awkward objects not designed to be thrown.
  • The range of a thrown object usually depends on the strength of the thrower and on the bulk and aerodynamics qualities of the object. STs should feel free to adjust difficulties and ranges according to circumstances.

Cover and Movement

W20 Core, pg 294

  • This is Cover verse Firearms
  • Shooting through a wall: the wall will soak 3 Dice of Damage
Cover Diff to hit target in cover Diff to shoot from cover
Lying Flat (on Ground) +1 0
Moving Target +1 +1
Behind Wall +2 +1
Only Head Exposed +3 +2

Defense and Health

Defense/Dodge

W20 Core, pg 289

  • Full Defense was removed from W20.
  • The Dodge Ability was removed from W20, dodging uses Athletics in this system.
Maneuver Stats Difficulty Special
Dodge Dex + Athletics 5 Firearms are dodged at diff 9/10
Block Dex + Brawl 5 Hand to Hand Combat Only
Parry Dex + Melee 5 Blocking but with weapons
  • Difficulty: Diff is a sliding scale depending on the distance the character needs to move and the nature of the attack. Ex: Dodging a punch is diff 5, while dodging close-range firearms is diff 9 or 10. Blocking a punch is diff 5, while blocking a katana is diff 8.
  • Dodging/Blocking/Parrying: Each success from the above rolls reduces the attackers successes by 1. Left over successes move to the Damage step of turn resolution. To completely dodge/block/parry an attack, the defender must score at least as many successes as the attacker.

Soaking Damage

W20 Core, pg 290

  • Bashing: Blunt force trauma - Fists, clubs, table legs, etc.
  • Lethal: Sharp edged weapons and firearms - spiked clubs, barbed wire, garrotes, chainsaws, etc.
  • Aggravated: Severe injury - Shifter claws/teeth, vampire fangs, toxic waste, some fire and precious metals.
  • Soak: All soak rolls are made as Stamina vs 6, with the following form restrictions:
Type of Damage Can Soak In
Bashing All Forms, Shifter or Kin
Lethal Shifters: All Forms
Kin/Humans: Stamina vs 8
Aggravated Soak in any form except breed form
Can not be soaked by non-Shifters
Silver/Gold Soak only in breed form, as per regular weapon damage. Can not be soaked in any other form, stings bare skin but does not cause damage in breed form.