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want to deal with it, or won't want t o encourage it. There
want to use them; that is what they are provided for.
are other times when you want a simpler, more
roleplaying-oriented combat system. If this is the case,
Multiple Actions
then narrative combat is for you. This may sound good, but
it might not be your cup of tea. If you like full-fledged,
You can perform multiple actions in a turn (such as
balls-to-the-wall combat, then go to the Advanced Combat
running and shooting a gun), but unless you have Celerity,
you have to divide up your dice. section of this chapter for details on how to give it a
preeminent place in your roleplaying. Only use this system
To split your dice pool between two different actions, take
if you are looking for something else entirely. There are
the dice from your initial action (probably the one you are
certain situations (and troupes) for which one or the other
best at) and divide that pool among all the actions you wish
will work better. Pick and choose on a case-by -case (or
to perform. However, you cannot use more dice on the
even scene-by -scene) basis.
second and subsequent actions than you have in the
appropriate ability for that action. Thus if you wished to These combat rules are very simple, but they require
intense roleplaying. In order to make them work, the
dodge as well as fire your pistol, you could only roll as
Storyteller needs to use a lot of imagination and a great
many dice on your dodge roll as you have Dodge skill,
though you may opt to use less. deal of common sense. More importantly, the players need
to give the Storyteller as much trust during combat as they
If you want to move while taking other actions in a turn
do during any other sort of dramatic resolution.
(such as firing your gun), you may do so simply by taking
Remember, rules are never necessary to make a story seem
away one die from the number you are rolling for every
real - only imagination is required.
yard you move. Movement is already considered in the
In order to encourage roleplaying, the Storyteller is
rules for dodging, so no extra penalty is accrued to
characters who are diving for cover. encouraged to award Willpower points whenever
characters take actions especially appropriate to their
Characters with multiple actions within a turn take their
personalities, such as a Conformist who follows orders to
first action in their normal order of initiative (unless they
the letter, or a Caregiver who risks life and limb to rescue
delay). They may take no more than one action at this time.
another character. This should not be allowed to get out of
After all characters have completed their first (or only)
control, but only to encourage the narrative aspects of the
action, characters with more actions may take their second
combat.
action, again in order of initiative. After everyone has taken
their second action, play proceeds with the third and Note: The basics of this system are the same as the basics
to the Advanced system; thus, rea ding this will help you
subsequent actions taken in order of initiative, as above.
While characters may delay their action, they must take it understand the Advanced system. Merging the two would
before the rest of the characters move on to their next not be a difficult chore.
action, or it is lost.
Initiative: The Storyteller needs to decide who will make
this roll first, and in what order everyone will follow, thus
For example: Jaeger, with a two Celerity, faces off against
two of the Prince's ghou ls. He announces that he will determining who shall strike fir st (or she can simply
declare that everything is pretty much simultaneous).
punch each once and dodge, all with full dice pool. Ghoul A
Certain rolls, such as Perception + Streetwise or Wits +
must cover two yards before attacking with her stake, while
Ghoul B, will split his dice pool so he can dodge and attack Alertness, might be called for. Assuming you are using
turns at all (you don't need to), this order could simply
with his stake. The players determine initiative and arrive
at the following order: A, Jaeger, and B. A moves in, and repeat itself each turn.
will have two less dice for her action. Jaeger launches an
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Vampire Storytellers Handbook
Attack Roll: Whoever wishes to attack another character resolve. You need to work to keep the combat fast-paced; if
must make an attack roll depending on the style of combat it gets too bogged down it loses much of its dramatic
being entered; this can vary from action to action. impact.
·Fisticuffs -Dexterity + Brawl Types of Combat
·Shooting a gun -Perception + Firearms There are three types of combat, all of which use the same
basic system, yet have some minor differences. They are
·Using other weapons - Dexterity + Melee
the firefight, the melee and the brawl. Each has its own
The difficulty is determined by the Storyteller, and is
section which details some of the options and
strictly a judgment call, based on factors such as the
complications of that form of combat, but the framework
visibility, the gun being used, and other circumstances.
they all use is described below.
Other actions are often taken during combat as well, and
As with all action scenes, combat turns begin with an
usually require some sort of roll. Integrating the two types
initiative roll. However, because combat can sometimes get
of action is fairly simple and is the responsibility of the
a little sticky, it is divided into three stages to make it
Storyteller.
easier to keep track of things. They are the Initiative,
Attack and Resolution stage.
Dodge: If people have enough warning, they can attempt
to dodge. They simply make a Dexterity + Dodge roll, and
Stage One: Initiative:
the Storyteller determines the difficulty based on factors
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