Combat in Stockholm Beyond the Thorns | World Anvil
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Combat

This article will go in-depth about combat: how it works, what turns are, what actions you can take, different types of combat, and any other things pertaining to this particular game mechanic. For explanations on what the acronyms under Source Book stands for, see Source Books.  

Basics of Combat

  The nitty-gritty of combat and how it works is covered in the Chronicles of Darkness corebook (pg. 86-94). We are using 2nd Edition for the combat system, since it is easier to use. Before engaging in combat, the Storyteller recommends that the chapter be read in its entirety for a complete understanding of how it works. Below is a summary that acts more as a refresher.   In addition, we are using 2E's "Beaten Down and Surrender" rule on pg. 87. Any character that takes more than their Stamina in Bashing Damage (or any amount of Lethal Damage) gains the Beaten Down Condition. In order to keep fighting, the character must spend 1 Willpower. This does not apply to Defense rolls or actions like Dodge, or attempts to flee. The character can also choose to surrender. This gives the attacking character what they wan, and the attacking character needs to spend 1 Willpower to keep attacking the surrendering party. Once all combatants on one side has surrendered, combat is over.   Should one side's intent be violence for its own sake, murder, or if the opponent is monstrous in nature, the character cannot surrender without being harmed or killed. In such combat, they do NOT suffer the Beaten Down Condition. It's a fight for survival!  

Down and Dirty Combat

If the ST sees it fit, or all parties agree to it, combat can be resolved in one single roll. This is called Down and Dirty Combat. Rules for this is in CofD (pg. 87), and requires Storyteller approval!  

Intent

Before getting into combat, all combatants should state what they want out of the fight. It should be a simple, sentence starting with "I want", for example, "I want to kill Character A", or "I want the item Character B is holding", or "I want to escape." Something that can be achieved through violence. A character that ends up doing more damage than their intent implies suffers -1 Willpower, on top of potentially getting a Breaking Point.  

Turns

Each combat turn is about 3 seconds in length, and each character gets 1 instant action per turn.   Who acts first is decided by rolling Initiative. An initiative roll is made at the beginning of combat, and the order in which the character acts stay the same until combat is resolved. If two characters roll the same, their Dexterity and Composure totals are compared, and the one with the highest value goes first.   Initiative = Chance die + character's Dexterity and Composure   A player can decide to Delay Action, giving them the chance to wait for something specific to happen, like an enemy attack. They then move their Initiative slot down to a spot more suitable for their action for this turn. Once the turn is over, their Initiative slot is back to its normal place.   A player can also choose to forego their turn altogether in order to get an advantage for their next turn. If this is done, the character can choose to act any time they choose during the next turn.    

Types of Attacks

Close Combat Strength + Brawl, or Strength + Weaponry. Sometimes Dexterity is used instead of Strength. Target must be within reach.
Ranged Combat Dexterity + Firearms, or Dexterity + Athletics (if something is thrown). Target must be within sight.

Surprise Attack:
In an ambush, the ambushed characters roll Wits + Composure and need 1 success in order to avoid being ambushed. If this fails, the ambushed characters lose their first turn, and their Defense does not count during that first turn. Their Armor, however, does.  
Attack Dice Pool: (Trait + Ability) + Weapon's Rating + Modifiers *
* Note: In Close Combat, the target's Defense rating is subtracted from the dice total. In Ranged Combat, Defense rating does not apply to firearms attacks, but armor rating does.

Grapple

To grab an opponent, roll Strength + Brawl - opponent's Defense. On a success, both characters are grappled. An exceptional success means they can use any of the blow moves immediately. Each turn, both grappling characters roll Strength + Brawl. Winner of the roll enacts a move from the list below, and may make two moves on an exceptional success.   Actions While Grappling:
  • Break Free. Succeeding is a reflexive action, so the character can act immediately after.
  • Control Weapon. Either by drawing a weapon, or taking control of the opponent's. Character keeps control until the opponent uses a Control Weapon move.
  • Damage Opponent. Deals bashing damage equal to the character's rolled successes. If the character is controlling a weapon, add the weapon's modifier to the successes.
  • Disarm Opponent. Removes the weapon from the grapple entire. Character must have first succeeded at a Control Weapon move.
  • Drop Prone. Throws both characters on the ground. Character must Break Free before rising.
  • Hold in Place. Neither character can apply Defense against incoming attacks.
  • Restrain Opponent. Using proper equipment or a lock, if the character knows the technique. Opponent suffers the Immobilized Condition. Can only be used if the character has succeded in a Hold move. If equipment is used, the character can leave the grapple.
  • Take Cover. Using the target's body as a shield, any ranged attacks until the end of the turn aimed at the character is instead hitting the opponent.
 

Possible Actions Per Turn

Action: Possible Modifiers:
Aiming +1 per turn (to a maximum of +3).
All-Out Attack +2, applies to Brawl or Weaponry. Drawback: lose Defense.
Armor Piercing Ignores target's armor equal to the weapon's rating.
Autofire (Short Burst) +1. Three bullets at a single target.
(Medium Burst) +2 per attack roll. Roughly ten bullets at one to three targets. -1 per additional target past 1.
(Long Burst) +3 per attack roll. Roughly 20 bullets are shot at multiple targets.
When aiming at multiple targets, -1 dice/target, and 1 roll/target.
Concealment Barely: -1, Partial: -2, Substantial: -3. For fully, see "Cover", CofD pg.
Covering Fire Dexterity + Firearms. Character states general direction of fire.
Opponents in that direction must seek cover, drop prone, or suffer damage as per Autofire (Medium Burst).
Disarm Strength + Brawl vs. opponent’s Strength + Athletics.
Success = Weapon drops. Exceptional Success = Character takes possession of Weapon. Dramatic Failure = Damage equal to Weapon's modifier.
Dodge Doubles defense rating. Costs the action of the turn.
Roll Defense as dicepool; successes = -1 dice to the attacker's poll per success.
Drawing a Weapon Requires a full turn. May negate defense.
Firing from Concealment Shooter's own concealment rating -1 (Barely: no penalty, Partial: -1, Substantial: -2).
Offhand Attack -2.
Prone Target Ranged attack: -2
Close combat: +2
Range Medium Range: -1
Long Range: -2
Shooting into Close Combat -2 per combatant avoided.
Specified Target Torso: -1
Leg or Arm: -2
Heart, -3
Head: -3
Hand: -4
Eye: -5.
Surprised or Immobilized Target Defense doesn't apply.
Touching a Target Dexterity + Brawl or Dexterity + Weaponry. Defense applies. Armor may or may not.
Willpower (Attack) Add three dice.
(Defense) +2 to a Resistance trait (Stamina, Resolve, Composure, or Defense).
Other circumstances may also affect dice pools, both positively and negatively. These are decided by the ST. No matter what the effects are, positive or negative, they may only affect dice pools with -1 to -5 dice, or +1 to +5 dice, as per the Rule of Five (pg. 153, WoD).  

General Combat Factors

Below are a couple of other things you should keep in mind while in combat.  
  • Reloading. Instant action, takes 1 turn. If the character has to load bullet per bullet, they lose their defense. If they have magazines or auto-loaders, they do not.
  • Movement. Character can move their Speed + do 1 instant action in one turn. If they forsake the instant action, they can move 2x their Speed.
  • Charging. Sacrifice Defense in order to move up to twice the character's speed and make a Brawl or Weaponry attack in the same action. Character is charging heedlessly.
  • Pulling Blows. Player chooses a maximum damage for the blow that can't exceed the highest trait in the character's attack pool. Defender gains +1 to Defense. For Weaponry attacks, character can spend 1 Willpower to have the weapon deal bashing damage, with ST permission.
  • Killing Blow. An opponent that is incapacitated in a way where they are defenseless can be killed immediately. Character deals Damage = entire attack pool + Weapon's modifier. Character suffers a Breaking Point regardless of outcome.

Damage

Each success on an attack roll equals 1 point of Damage inflicted on the target. The type of Damage dealt is decided by the type of Weapon used.
Type of Damage: Inflicting Source Healing Rate
Bashing Punches, blunt objects, pummeling Heals quickly. 1 point heals in 15 min.
Lethal Gunshots, stabbings, crushing damage Takes longer. 1 point heals in two days.
Aggravated Supernatural source, bane Heals slow. 1 point is regained in a week.
Damage is written left to right on the character sheet, and damage is upgraded to graver types of damage as they go. The ST will help keep track of damage sustained by the characters. Once the character is on the mend, wounds are healed from right to left, starting with the least grave. For examples and a more indepth explanation for how to record damage, see WoD pg. 171-173.   Once all boxes are filled up with any type of damage, the character does a reflexive Stamina roll to remain conscious.   Should all boxes be filled up with Lethal damage, the character is dying. Each minute following, the character receives an additional / in their health boxes, unless they receive first aid. Once all boxes are filled up with aggravated damage, the character is dead.  

Chases

Before you play out the scene, communicate with each other to determine the terms of each party winning. The Pursuer/Edge sets the obstacle and must be agreed upon. If the ST doesn’t see how a determined factor and ability requirement kicks in, they have the final say. Use the highest modifier and traits as possible to reflect the number of successes.   For more information on chases and chase mechanics, see CofD, pg. 84-85.

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