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|| Kick || Dex + Brawl || 7 || Str + 1 || Bashing || Extreme size difference can make damage Lethal<br>Usable by: Homid, Glabro, Crinos | || Kick || Dex + Brawl || 7 || Str + 1 || Bashing || Extreme size difference can make damage Lethal<br>Usable by: Homid, Glabro, Crinos | ||
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|| 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.<br>Usable by: Homid, Glabro, Crinos | || 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.<br>Usable by: Homid, Glabro, Crinos | ||
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|| 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. <br>Usable by: All forms | || 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. <br>Usable by: All forms | ||
Revision as of 13:03, 27 August 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
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 |